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fix(Scripts/Paladin): infusion of light proc (#11935)
* Update spell_paladin.cpp * Update spell_paladin.cpp * Update spell_paladin.cpp * Update spell_paladin.cpp
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@@ -220,7 +220,9 @@ class spell_pal_sacred_shield_base : public AuraScript
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bool CheckProc(ProcEventInfo& eventInfo)
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{
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return !(eventInfo.GetHitMask() & PROC_EX_INTERNAL_HOT) && eventInfo.GetDamageInfo() && eventInfo.GetDamageInfo()->GetDamage() > 0;
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HealInfo* healinfo = eventInfo.GetHealInfo();
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DamageInfo* damageinfo = eventInfo.GetDamageInfo();
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return !(eventInfo.GetHitMask() & PROC_EX_INTERNAL_HOT) && ((healinfo && healinfo->GetHeal() > 0) || (damageinfo && damageinfo->GetDamage() > 0));
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}
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void HandleProc(AuraEffect const* aurEff, ProcEventInfo& eventInfo)
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@@ -231,14 +233,14 @@ class spell_pal_sacred_shield_base : public AuraScript
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{
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Unit* caster = eventInfo.GetActor();
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DamageInfo* damageInfo = eventInfo.GetDamageInfo();
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HealInfo* healinfo = eventInfo.GetHealInfo();
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if (!damageInfo || !damageInfo->GetDamage())
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if (!healinfo || !healinfo->GetHeal())
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{
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return;
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}
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SpellInfo const* procSpell = damageInfo->GetSpellInfo();
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SpellInfo const* procSpell = healinfo->GetSpellInfo();
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if (!procSpell)
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{
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return;
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@@ -247,12 +249,12 @@ class spell_pal_sacred_shield_base : public AuraScript
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if (caster && procSpell->SpellFamilyName == SPELLFAMILY_PALADIN &&
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procSpell->SpellFamilyFlags.HasFlag(0x40000000) && caster->GetAuraEffect(SPELL_AURA_PROC_TRIGGER_SPELL, SPELLFAMILY_PALADIN, 3021, 0)) // need infusion of light
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{
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int32 basepoints = int32(float(damageInfo->GetDamage()) / 12.0f);
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int32 basepoints = int32(float(healinfo->GetHeal()) / 12.0f);
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// Item - Paladin T9 Holy 4P Bonus (Flash of Light)
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if (AuraEffect const* aurEffect = caster->GetAuraEffect(67191, EFFECT_0))
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AddPct(basepoints, aurEffect->GetAmount());
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caster->CastCustomSpell(eventInfo.GetActionTarget(), 66922, &basepoints, nullptr, nullptr, true, 0, aurEff, caster->GetGUID());
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caster->CastCustomSpell(eventInfo.GetActionTarget(), 66922, &basepoints, nullptr, nullptr, true, nullptr, aurEff, caster->GetGUID());
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return;
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}
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