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[8195] Add spell check data for dummy effect tail...
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c8fa4b59f5
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3 changed files with 69 additions and 9 deletions
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@ -1435,7 +1435,7 @@ void Spell::EffectDummy(uint32 i)
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m_caster->CastSpell(unitTarget, 5940, true);
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return;
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}
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case 14185: // Preparation Rogue
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case 14185: // Preparation
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{
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if(m_caster->GetTypeId()!=TYPEID_PLAYER)
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return;
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@ -1487,7 +1487,7 @@ void Spell::EffectDummy(uint32 i)
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switch(m_spellInfo->Id)
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{
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case 23989: //Readiness talent
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case 23989: // Readiness talent
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{
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if(m_caster->GetTypeId()!=TYPEID_PLAYER)
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return;
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@ -1649,8 +1649,8 @@ void Spell::EffectDummy(uint32 i)
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}
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break;
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case SPELLFAMILY_SHAMAN:
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//Shaman Rockbiter Weapon
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if (m_spellInfo->SpellFamilyFlags == 0x400000)
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// Rockbiter Weapon
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if (m_spellInfo->SpellFamilyFlags & 0x400000)
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{
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// TODO: use expect spell for enchant (if exist talent)
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// In 3.0.3 no mods present for rockbiter
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@ -1723,8 +1723,7 @@ void Spell::EffectDummy(uint32 i)
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if(!unitTarget || unitTarget->getPowerType() != POWER_MANA)
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return;
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// Glyph of Mana Tide
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Unit *owner = m_caster->GetOwner();
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if (owner)
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if(Unit *owner = m_caster->GetOwner())
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if (Aura *dummy = owner->GetDummyAura(55441))
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damage+=dummy->GetModifier()->m_amount;
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// Regenerate 6% of Total Mana Every 3 secs
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