add decoy and necro revives as pet
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@@ -129,11 +129,16 @@ func (m Monster) IsMerc() bool {
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}
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}
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func (m Monster) IsPet() bool {
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func (m Monster) IsPet() bool {
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// Necro revive
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if m.States.HasState(state.Revive) && m.Type == MonsterTypeMinion {
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return true
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}
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switch m.Name {
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switch m.Name {
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case npc.DruHawk, npc.DruSpiritWolf, npc.DruFenris, npc.HeartOfWolverine,
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case npc.DruHawk, npc.DruSpiritWolf, npc.DruFenris, npc.HeartOfWolverine,
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npc.OakSage, npc.DruBear, npc.DruPlaguePoppy, npc.VineCreature,
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npc.OakSage, npc.DruBear, npc.DruPlaguePoppy, npc.VineCreature,
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npc.DruCycleOfLife, npc.ClayGolem, npc.BloodGolem, npc.IronGolem,
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npc.DruCycleOfLife, npc.ClayGolem, npc.BloodGolem, npc.IronGolem,
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npc.FireGolem, npc.NecroSkeleton, npc.NecroMage, npc.Valkyrie,
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npc.FireGolem, npc.NecroSkeleton, npc.NecroMage, npc.Valkyrie, npc.Decoy,
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npc.ShadowWarrior, npc.ShadowMaster:
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npc.ShadowWarrior, npc.ShadowMaster:
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return true
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return true
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default:
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default:
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