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Core/Spells: allow Rune Strike to be permanently used while in Blood Presence
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@@ -10689,6 +10689,11 @@ void Unit::ProcSkillsAndReactives(bool isVictim, Unit* procTarget, uint32 typeMa
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// for victim
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if (isVictim)
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{
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// Skip checks for Death Knights when in Blood Presence (Rune Strike)
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if (getClass() == CLASS_DEATH_KNIGHT && hitMask & (PROC_HIT_DODGE | PROC_HIT_PARRY | PROC_HIT_BLOCK))
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if (GetAuraEffect(SPELL_AURA_MOD_BASE_RESISTANCE_PCT, SPELLFAMILY_DEATHKNIGHT, 0x800000, 0, 0, GetGUID()))
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return;
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// if victim and dodge attack
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if (hitMask & PROC_HIT_DODGE)
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{
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@@ -794,6 +794,9 @@ class spell_dk_presence : public AuraScript
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// Improved Blood Presence and Blood Presence triggered effect
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if (spellId == SPELL_DK_BLOOD_PRESENCE)
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{
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// Apply defense state to permanently enable Rune Strike
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target->ModifyAuraState(AURA_STATE_DEFENSE, true);
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if (Aura const* improvedBloodPresenceAura = target->GetAuraOfRankedSpell(SPELL_DK_IMPROVED_BLOOD_PRESENCE_R1, target->GetGUID()))
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{
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// Rune Regeneration bonus effect
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@@ -823,6 +826,9 @@ class spell_dk_presence : public AuraScript
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target->RemoveAura(SPELL_DK_IMPROVED_FROST_PRESENCE);
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target->RemoveAura(SPELL_DK_IMPROVED_UNHOLY_PRESENCE);
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target->RemoveAura(SPELL_DK_IMPROVED_BLOOD_PRESENCE);
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if (GetId() == SPELL_DK_BLOOD_PRESENCE)
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target->ModifyAuraState(AURA_STATE_DEFENSE, false);
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}
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void Register() override
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