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feat(Core/Items): Implemented elemental weapon damage. Source: Trinit… (#13050)
...yCore.
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@@ -593,8 +593,14 @@ void Spell::EffectSchoolDMG(SpellEffIndex effIndex)
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if (Player* caster = m_caster->ToPlayer())
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{
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// Add Ammo and Weapon damage plus RAP * 0.1
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float dmg_min = caster->GetWeaponDamageRange(RANGED_ATTACK, MINDAMAGE);
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float dmg_max = caster->GetWeaponDamageRange(RANGED_ATTACK, MAXDAMAGE);
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float dmg_min = 0.f;
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float dmg_max = 0.f;
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for (uint8 i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
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{
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dmg_min += caster->GetWeaponDamageRange(RANGED_ATTACK, MINDAMAGE, i);
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dmg_max += caster->GetWeaponDamageRange(RANGED_ATTACK, MAXDAMAGE, i);
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}
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if (dmg_max == 0.0f && dmg_min > dmg_max)
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{
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damage += int32(dmg_min);
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@@ -616,9 +622,17 @@ void Spell::EffectSchoolDMG(SpellEffIndex effIndex)
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// Add main hand dps * effect[2] amount
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if (Player* player = m_caster->ToPlayer())
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{
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float mindamage, maxdamage;
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player->CalculateMinMaxDamage(BASE_ATTACK, false, false, mindamage, maxdamage);
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float average = (mindamage + maxdamage) / 2;
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float minTotal = 0.f;
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float maxTotal = 0.f;
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for (uint8 i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
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{
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float tmpMin, tmpMax;
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player->CalculateMinMaxDamage(BASE_ATTACK, false, false, tmpMin, tmpMax, i);
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minTotal += tmpMin;
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maxTotal += tmpMax;
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}
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float average = (minTotal + maxTotal) / 2;
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int32 count = m_caster->CalculateSpellDamage(unitTarget, m_spellInfo, EFFECT_2);
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damage += count * int32(average * IN_MILLISECONDS) / m_caster->GetAttackTime(BASE_ATTACK);
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}
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@@ -3644,8 +3658,8 @@ void Spell::EffectWeaponDmg(SpellEffIndex effIndex)
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uint32 eff_damage(std::max(weaponDamage, 0));
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// Add melee damage bonuses (also check for negative)
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eff_damage = m_caster->MeleeDamageBonusDone(unitTarget, eff_damage, m_attackType, m_spellInfo);
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eff_damage = unitTarget->MeleeDamageBonusTaken(m_caster, eff_damage, m_attackType, m_spellInfo);
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eff_damage = m_caster->MeleeDamageBonusDone(unitTarget, eff_damage, m_attackType, m_spellInfo, m_spellSchoolMask);
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eff_damage = unitTarget->MeleeDamageBonusTaken(m_caster, eff_damage, m_attackType, m_spellInfo, m_spellSchoolMask);
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// Meteor like spells (divided damage to targets)
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if (m_spellInfo->HasAttribute(SPELL_ATTR0_CU_SHARE_DAMAGE))
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