Core/Spells: Implemented using base weapon damage in spell attack power formulas
Port From (https://github.com/TrinityCore/TrinityCore/commit/dd21e7ff404aed1d449b09db2b7fcbe2be8536c3)
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@@ -4230,21 +4230,12 @@ namespace Game.Entities
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}
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}
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uint armor = item.GetArmor(this);
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uint armor = proto.GetArmor(itemLevel);
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if (armor != 0)
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HandleStatFlatModifier(UnitMods.Armor, UnitModifierFlatType.Base, (float)armor, apply);
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WeaponAttackType attType = WeaponAttackType.BaseAttack;
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if (slot == EquipmentSlot.MainHand && (proto.GetInventoryType() == InventoryType.Ranged || proto.GetInventoryType() == InventoryType.RangedRight))
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{
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attType = WeaponAttackType.RangedAttack;
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}
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else if (slot == EquipmentSlot.OffHand)
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{
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attType = WeaponAttackType.OffAttack;
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}
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if (CanUseAttackType(attType))
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WeaponAttackType attType = GetAttackBySlot(slot, proto.GetInventoryType());
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if (attType != WeaponAttackType.Max && CanUseAttackType(attType))
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_ApplyWeaponDamage(slot, item, apply);
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}
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