Core/Spells: corrected multiple effect value calculations for procs that should use effective healing values instead of raw healing

This commit is contained in:
Ovahlord committed 2021-08-28 23:05:43 +02:00
1 parent 1ba6fc1a6a
commit cfc3f25b46
4 files changed
+22 -16

No files matched your search

+3 -2
View File
@@ -293,7 +293,7 @@ class spell_pri_divine_aegis : public AuraScript
{
PreventDefaultAction();
int32 absorb = CalculatePct(int32(eventInfo.GetHealInfo()->GetHeal()), aurEff->GetAmount());
int32 absorb = CalculatePct(int32(eventInfo.GetHealInfo()->GetEffectiveHeal()), aurEff->GetAmount());
// Multiple effects stack, so let's try to find this aura.
if (AuraEffect const* aegis = eventInfo.GetProcTarget()->GetAuraEffect(SPELL_PRIEST_DIVINE_AEGIS, EFFECT_0))
@@ -304,7 +304,8 @@ class spell_pri_divine_aegis : public AuraScript
absorb = std::min(absorb, int32(CalculatePct(eventInfo.GetProcTarget()->GetMaxHealth(), 40)));
GetTarget()->CastSpell(eventInfo.GetProcTarget(), SPELL_PRIEST_DIVINE_AEGIS, CastSpellExtraArgs(aurEff).AddSpellBP0(absorb));
if (absorb)
GetTarget()->CastSpell(eventInfo.GetProcTarget(), SPELL_PRIEST_DIVINE_AEGIS, CastSpellExtraArgs(aurEff).AddSpellBP0(absorb));
}
void Register() override