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Core/Spells: allow Victory Rush's damage to crit but keep its healing effect non-critical
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@@ -5674,12 +5674,6 @@ void SpellMgr::LoadSpellInfoCorrections()
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spellInfo->RangeEntry = sSpellRangeStore.LookupEntry(2); // 5 yards (combat range)
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});
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// Victory Rush
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ApplySpellFix({ 34428 }, [](SpellInfo* spellInfo)
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{
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spellInfo->AttributesEx2 |= SPELL_ATTR2_CANT_CRIT;
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});
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for (uint32 i = 0; i < GetSpellInfoStoreSize(); ++i)
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{
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SpellInfo* spellInfo = mSpellInfoMap[i];
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@@ -746,7 +746,7 @@ class spell_warr_victory_rush : public SpellScript
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SetEffectValue(CalculatePct(GetCaster()->GetTotalAttackPowerValue(BASE_ATTACK), GetSpellInfo()->Effects[EFFECT_0].CalcValue()));
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}
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void HandleImpendingVictoryHeal(SpellEffIndex /*effIndex*/)
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void HandleImpendingVictoryHeal(SpellEffIndex effIndex)
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{
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if (Unit* caster = GetCaster())
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{
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@@ -761,6 +761,8 @@ class spell_warr_victory_rush : public SpellScript
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SetEffectValue(damage);
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}
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else
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SetEffectValue(GetSpellInfo()->Effects[effIndex].CalcValue());
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caster->RemoveAurasDueToSpell(SPELL_WARRIOR_VICTORIOUS);
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caster->RemoveAurasDueToSpell(SPELL_WARRIOR_VICTORIOUS_IMPENDING_VICTORY);
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