Spell Copies will pull spell effects / lua data also -- just in case
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@ -146,6 +146,19 @@ Spell::Spell(Spell* host_spell)
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LevelArray* lvlArray = *itr;
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AddSpellLevel(lvlArray->adventure_class, lvlArray->tradeskill_class, lvlArray->spell_level);
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}
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std::vector<SpellDisplayEffect*>::iterator sdeitr;
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for (sdeitr = host_spell->effects.begin(); sdeitr != host_spell->effects.end(); sdeitr++)
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{
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SpellDisplayEffect* sde = *sdeitr;
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AddSpellEffect(sde->percentage, sde->subbullet, sde->description);
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}
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vector<LUAData*>::iterator luaitr;
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for (luaitr = lua_data.begin(); luaitr != lua_data.end(); luaitr++) {
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LUAData* data = *luaitr;
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AddSpellLuaData(data->type, data->int_value, data->int_value2, data->float_value, data->float_value2, data->bool_value, string(data->string_value), string(data->string_value2), string(data->string_helper));
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}
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host_spell->UnlockSpellInfo();
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MSpellInfo.SetName("Spell::MSpellInfo");
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