Example #1
0
 bool CheckProc(ProcEventInfo& eventInfo)
 {
     _procTarget = eventInfo.GetActor()->SelectNearbyTarget(eventInfo.GetProcTarget());
     return _procTarget;
 }
Example #2
0
 bool CheckProc(ProcEventInfo& eventInfo)
 {
     // Not proc from Mind Sear
     return !(eventInfo.GetDamageInfo()->GetSpellInfo()->SpellFamilyFlags[1] & 0x80000);
 }
Example #3
0
 void HandleEffectProc(AuraEffect const* aurEff, ProcEventInfo& eventInfo)
 {
     PreventDefaultAction();
     GetTarget()->CastSpell(eventInfo.GetProcTarget(), SPELL_WARRIOR_RETALIATION_DAMAGE, true, NULL, aurEff);
 }
Example #4
0
 bool CheckProc(ProcEventInfo& eventInfo)
 {
     // check attack comes not from behind and warrior is not stunned
     return GetTarget()->isInFront(eventInfo.GetActor(), float(M_PI)) && !GetTarget()->HasUnitState(UNIT_STATE_STUNNED);
 }
Example #5
0
            void OnProc(AuraEffect const* /*aurEff*/, ProcEventInfo& eventInfo)
            {
                if (Aura* aur = eventInfo.GetProcTarget()->GetAura(SPELL_WARRIOR_REND, GetTarget()->GetGUID()))
                    aur->SetDuration(aur->GetSpellInfo()->GetMaxDuration(), true);

            }
Example #6
0
 void TriggerFists(AuraEffect const* aurEff, ProcEventInfo& eventInfo)
 {
     PreventDefaultAction();
     GetTarget()->CastSpell(eventInfo.GetProcTarget(), SPELL_FW_METEOR_FISTS_DAMAGE, true, NULL, aurEff);
 }
Example #7
0
            void OnProc(AuraEffect const* aurEff, ProcEventInfo& eventInfo)
            {
                PreventDefaultAction();

                // % of amount blocked
                int32 damage = CalculatePct(int32(GetTarget()->GetShieldBlockValue()), aurEff->GetAmount());
                GetTarget()->CastCustomSpell(SPELL_WARRIOR_DAMAGE_SHIELD_DAMAGE, SPELLVALUE_BASE_POINT0, damage, eventInfo.GetProcTarget(), true, NULL, aurEff);
            }