Core/Spells: corrected multiple effect value calculations for procs that should use effective healing values instead of raw healing
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@@ -293,7 +293,7 @@ class spell_pri_divine_aegis : public AuraScript
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{
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PreventDefaultAction();
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int32 absorb = CalculatePct(int32(eventInfo.GetHealInfo()->GetHeal()), aurEff->GetAmount());
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int32 absorb = CalculatePct(int32(eventInfo.GetHealInfo()->GetEffectiveHeal()), aurEff->GetAmount());
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// Multiple effects stack, so let's try to find this aura.
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if (AuraEffect const* aegis = eventInfo.GetProcTarget()->GetAuraEffect(SPELL_PRIEST_DIVINE_AEGIS, EFFECT_0))
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@@ -304,7 +304,8 @@ class spell_pri_divine_aegis : public AuraScript
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absorb = std::min(absorb, int32(CalculatePct(eventInfo.GetProcTarget()->GetMaxHealth(), 40)));
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GetTarget()->CastSpell(eventInfo.GetProcTarget(), SPELL_PRIEST_DIVINE_AEGIS, CastSpellExtraArgs(aurEff).AddSpellBP0(absorb));
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if (absorb)
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GetTarget()->CastSpell(eventInfo.GetProcTarget(), SPELL_PRIEST_DIVINE_AEGIS, CastSpellExtraArgs(aurEff).AddSpellBP0(absorb));
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}
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void Register() override
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