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[9798] Implement basic splitting for caster/target part damage/heal bonus calculations, periodic damage/heal over time auras will now store m_amount with caster side bonuses applied and calculate target part on each tick. Currently critical chance/bonus calculations are not affected by this change
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6 changed files with 580 additions and 318 deletions
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@ -103,13 +103,13 @@ void Player::ApplySpellPowerBonus(int32 amount, bool apply)
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void Player::UpdateSpellDamageAndHealingBonus()
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{
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// Magic damage modifiers implemented in Unit::SpellDamageBonus
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// Magic damage modifiers implemented in Unit::SpellDamageBonusDone
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// This information for client side use only
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// Get healing bonus for all schools
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SetStatInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, SpellBaseHealingBonus(SPELL_SCHOOL_MASK_ALL));
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SetStatInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, SpellBaseHealingBonusDone(SPELL_SCHOOL_MASK_ALL));
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// Get damage bonus for all schools
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for(int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
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SetStatInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, SpellBaseDamageBonus(SpellSchoolMask(1 << i)));
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SetStatInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, SpellBaseDamageBonusDone(SpellSchoolMask(1 << i)));
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}
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bool Player::UpdateAllStats()
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