Core/Spells: Use BonusAmount for periodic damage

Closes #13887
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Unholychick committed 2015-01-16 23:23:51 +01:00
1 parent 97d415d1b2
commit 03a5d6d0c9
8 files changed
+41 -49

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@@ -209,14 +209,11 @@ class spell_hun_chimera_shot : public SpellScriptLoader
{
int32 TickCount = aurEff->GetTotalTicks();
spellId = SPELL_HUNTER_CHIMERA_SHOT_SERPENT;
basePoint = aurEff->GetDamage();
basePoint = (aurEff->GetAmount() + aurEff->GetBonusAmount()) * aurEff->GetDonePct();
ApplyPct(basePoint, TickCount * 40);
basePoint = unitTarget->SpellDamageBonusTaken(caster, aura->GetSpellInfo(), basePoint, DOT, aura->GetStackAmount());
// Recalculate bonus damage on roll.
uint32 damage = std::max(aurEff->GetAmount(), 0);
sScriptMgr->ModifyPeriodicDamageAurasTick(unitTarget, caster, damage);
aurEff->SetDamage(caster->SpellDamageBonusDone(unitTarget, aurEff->GetSpellInfo(), damage, DOT) * aurEff->GetDonePct());
aurEff->SetBonusAmount(caster->SpellDamageBonusDone(unitTarget, aurEff->GetSpellInfo(), 0, DOT));
}
// Viper Sting - Instantly restores mana to you equal to 60% of the total amount drained by your Viper Sting.
else if (familyFlag[1] & 0x00000080)