Core/Scripts: Import missing gen/item scripts
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@@ -493,6 +493,61 @@ class spell_gen_bandage : public SpellScriptLoader
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// Blood Reserve - 64568
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enum BloodReserve
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{
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SPELL_GEN_BLOOD_RESERVE_AURA = 64568,
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SPELL_GEN_BLOOD_RESERVE_HEAL = 64569
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};
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class spell_gen_blood_reserve : public SpellScriptLoader
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{
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public:
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spell_gen_blood_reserve() : SpellScriptLoader("spell_gen_blood_reserve") { }
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class spell_gen_blood_reserve_AuraScript : public AuraScript
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{
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PrepareAuraScript(spell_gen_blood_reserve_AuraScript);
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bool Validate(SpellInfo const* /*spellInfo*/) override
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{
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if (!sSpellMgr->GetSpellInfo(SPELL_GEN_BLOOD_RESERVE_HEAL))
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return false;
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return true;
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}
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bool CheckProc(ProcEventInfo& eventInfo)
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{
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if (DamageInfo* dmgInfo = eventInfo.GetDamageInfo())
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if (Unit* caster = eventInfo.GetActionTarget())
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if (caster->HealthBelowPctDamaged(35, dmgInfo->GetDamage()))
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return true;
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return false;
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}
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void HandleProc(AuraEffect const* aurEff, ProcEventInfo& eventInfo)
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{
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PreventDefaultAction();
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Unit* caster = eventInfo.GetActionTarget();
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caster->CastCustomSpell(SPELL_GEN_BLOOD_RESERVE_HEAL, SPELLVALUE_BASE_POINT0, aurEff->GetAmount(), caster, TRIGGERED_FULL_MASK, nullptr, aurEff);
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caster->RemoveAura(SPELL_GEN_BLOOD_RESERVE_AURA);
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}
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void Register() override
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{
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DoCheckProc += AuraCheckProcFn(spell_gen_blood_reserve_AuraScript::CheckProc);
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OnEffectProc += AuraEffectProcFn(spell_gen_blood_reserve_AuraScript::HandleProc, EFFECT_0, SPELL_AURA_PROC_TRIGGER_SPELL);
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}
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};
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AuraScript* GetAuraScript() const override
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{
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return new spell_gen_blood_reserve_AuraScript();
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}
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};
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// Blade Warding - 64440
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enum BladeWarding
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{
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@@ -4202,6 +4257,7 @@ void AddSC_generic_spell_scripts()
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new spell_gen_aura_service_uniform();
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new spell_gen_av_drekthar_presence();
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new spell_gen_bandage();
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new spell_gen_blood_reserve();
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new spell_gen_blade_warding();
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new spell_gen_bonked();
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new spell_gen_break_shield("spell_gen_break_shield");
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