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refactor(Scripts/Spells): Check for existence of AD debuff instead of adding a custom cooldown to heal (#17265)
* Update spell_paladin.cpp * whitespace
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@@ -302,7 +302,8 @@ private:
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enum Spell
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{
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PAL_SPELL_ARDENT_DEFENDER_HEAL = 66235
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PAL_SPELL_ARDENT_DEFENDER_DEBUFF = 66233,
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PAL_SPELL_ARDENT_DEFENDER_HEAL = 66235
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};
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bool Validate(SpellInfo const* /*spellInfo*/) override
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@@ -329,7 +330,7 @@ private:
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int32 remainingHealth = victim->GetHealth() - dmgInfo.GetDamage();
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uint32 allowedHealth = victim->CountPctFromMaxHealth(35);
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// If damage kills us
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if (remainingHealth <= 0 && !victim->ToPlayer()->HasSpellCooldown(PAL_SPELL_ARDENT_DEFENDER_HEAL))
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if (remainingHealth <= 0 && !victim->ToPlayer()->HasAura(PAL_SPELL_ARDENT_DEFENDER_DEBUFF))
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{
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// Cast healing spell, completely avoid damage
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absorbAmount = dmgInfo.GetDamage();
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@@ -344,7 +345,6 @@ private:
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int32 healAmount = int32(victim->CountPctFromMaxHealth(uint32(healPct * pctFromDefense)));
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victim->CastCustomSpell(PAL_SPELL_ARDENT_DEFENDER_HEAL, SPELLVALUE_BASE_POINT0, healAmount, victim, true, nullptr, aurEff);
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victim->ToPlayer()->AddSpellCooldown(PAL_SPELL_ARDENT_DEFENDER_HEAL, 0, 120000);
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}
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else if (remainingHealth < int32(allowedHealth))
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{
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