Core/Spells: Implement OnEffectAbsorbHeal and AfterEffectAbsorbHeal hooks
Port From (https://github.com/TrinityCore/TrinityCore/commit/44236c70787eae0239fb636e217305dfa043bf71)
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@@ -1038,6 +1038,7 @@ namespace Game.Scripting
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public delegate void AuraEffectCalcSpellModDelegate(AuraEffect aura, ref SpellModifier spellMod);
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public delegate void AuraEffectCalcCritChanceFnType(AuraEffect aura, Unit victim, ref float critChance);
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public delegate void AuraEffectAbsorbDelegate(AuraEffect aura, DamageInfo damageInfo, ref uint absorbAmount);
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public delegate void AuraEffectAbsorbHealDelegate(AuraEffect aura, HealInfo healInfo, ref uint absorbAmount);
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public delegate void AuraEffectSplitDelegate(AuraEffect aura, DamageInfo damageInfo, uint splitAmount);
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public delegate bool AuraCheckProcDelegate(ProcEventInfo info);
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public delegate bool AuraCheckEffectProcDelegate(AuraEffect aura, ProcEventInfo info);
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@@ -1202,6 +1203,21 @@ namespace Game.Scripting
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AuraEffectAbsorbDelegate pEffectHandlerScript;
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}
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public class EffectAbsorbHealHandler : EffectBase
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{
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public EffectAbsorbHealHandler(AuraEffectAbsorbHealDelegate _pEffectHandlerScript, byte _effIndex)
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: base(_effIndex, AuraType.SchoolHealAbsorb)
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{
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pEffectHandlerScript = _pEffectHandlerScript;
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}
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public void Call(AuraEffect aurEff, HealInfo healInfo, ref uint absorbAmount)
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{
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pEffectHandlerScript(aurEff, healInfo, ref absorbAmount);
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}
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AuraEffectAbsorbHealDelegate pEffectHandlerScript;
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}
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public class EffectManaShieldHandler : EffectBase
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{
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public EffectManaShieldHandler(AuraEffectAbsorbDelegate _pEffectHandlerScript, byte _effIndex)
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@@ -1543,11 +1559,21 @@ namespace Game.Scripting
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// where function is: void function (AuraEffect aurEff, DamageInfo& dmgInfo, uint& absorbAmount);
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public List<EffectAbsorbHandler> OnEffectAbsorb = new();
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// executed when absorb aura effect is going to reduce damage
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// example: OnEffectAbsorbHeal += AuraEffectAbsorbHealFn(class::function, EffectIndexSpecifier);
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// where function is: void function (AuraEffect const* aurEff, HealInfo& healInfo, uint32& absorbAmount);
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public List<EffectAbsorbHealHandler> OnEffectAbsorbHeal = new();
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// executed after absorb aura effect reduced damage to target - absorbAmount is real amount absorbed by aura
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// example: AfterEffectAbsorb += AuraEffectAbsorbFn(class.function, EffectIndexSpecifier);
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// where function is: void function (AuraEffect aurEff, DamageInfo& dmgInfo, uint& absorbAmount);
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public List<EffectAbsorbHandler> AfterEffectAbsorb = new();
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// executed after absorb aura effect reduced heal to target - absorbAmount is real amount absorbed by aura
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// example: AfterEffectAbsorbHeal += AuraEffectAbsorbHealFn(class::function, EffectIndexSpecifier);
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// where function is: void function (AuraEffect* aurEff, HealInfo& healInfo, uint32& absorbAmount);
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public List<EffectAbsorbHealHandler> AfterEffectAbsorbHeal = new();
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// executed when mana shield aura effect is going to reduce damage
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// example: OnEffectManaShield += AuraEffectAbsorbFn(class.function, EffectIndexSpecifier);
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// where function is: void function (AuraEffect aurEff, DamageInfo& dmgInfo, uint& absorbAmount);
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