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*Set correct healing bonus for spells using coefficient.
*Always reapply aura mods as 'real' when adding aura to stack. *Make blood frenzy expire when duration ends. *Correct procflag for T.N.T once again. --HG-- branch : trunk rename : sql/updates/2685_world.sql => sql/updates/2702_world_spell_proc_event.sql
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@@ -9017,10 +9017,11 @@ uint32 Unit::SpellHealingBonus(Unit *pVictim, SpellEntry const *spellProto, uint
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break;
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}
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}
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coeff = (CastingTime / 3500.0f) * DotFactor;
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// As wowwiki says: C = (Cast Time / 3.5) * 1.88 (for healing spells)
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coeff = (CastingTime / 3500.0f) * DotFactor * 1.88f;
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}
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float coeff2 = CalculateLevelPenalty(spellProto) * 1.88f * stack;
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float coeff2 = CalculateLevelPenalty(spellProto)* stack;
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TakenTotal += TakenAdvertisedBenefit * coeff * coeff2;
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if(Player* modOwner = GetSpellModOwner())
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{
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@@ -9043,7 +9044,7 @@ uint32 Unit::SpellHealingBonus(Unit *pVictim, SpellEntry const *spellProto, uint
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// Rejuvenation, Regrowth, Lifebloom, or Wild Growth
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if (pVictim->GetAura(SPELL_AURA_PERIODIC_HEAL, SPELLFAMILY_DRUID, 0x50, 0x4000010, 0))
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//increase healing by 20%
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DoneTotalMod *= 1.2f;
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TakenTotalMod *= 1.2f;
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}
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// Taken mods
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@@ -9069,11 +9070,11 @@ uint32 Unit::SpellHealingBonus(Unit *pVictim, SpellEntry const *spellProto, uint
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if(damagetype==DOT)
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{
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// Healing over time taken percent
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float minval_hot = GetMaxNegativeAuraModifier(SPELL_AURA_MOD_HOT_PCT);
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float minval_hot = pVictim->GetMaxNegativeAuraModifier(SPELL_AURA_MOD_HOT_PCT);
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if(minval_hot)
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TakenTotalMod *= (100.0f + minval_hot) / 100.0f;
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float maxval_hot = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HOT_PCT);
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float maxval_hot = pVictim->GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HOT_PCT);
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if(maxval_hot)
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TakenTotalMod *= (100.0f + maxval_hot) / 100.0f;
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}
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