Updated all spell scripts
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@@ -3568,7 +3568,7 @@ namespace Game.Entities
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if (spell != null)
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spell.CallScriptOnResistAbsorbCalculateHandlers(damageInfo, ref resistedDamage, ref absorbIgnoringDamage);
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damageInfo.ResistDamage(resistedDamage);
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damageInfo.ResistDamage(ref resistedDamage);
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// We're going to call functions which can modify content of the list during iteration over it's elements
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// Let's copy the list so we can prevent iterator invalidation
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@@ -3608,9 +3608,10 @@ namespace Game.Entities
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// absorb must be smaller than the damage itself
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currentAbsorb = MathFunctions.RoundToInterval(ref currentAbsorb, 0, damageInfo.GetDamage());
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damageInfo.AbsorbDamage((uint)currentAbsorb);
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uint temp = (uint)currentAbsorb;
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damageInfo.AbsorbDamage(ref temp);
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tempAbsorb = temp;
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tempAbsorb = (uint)currentAbsorb;
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absorbAurEff.GetBase().CallScriptEffectAfterAbsorbHandlers(absorbAurEff, aurApp, damageInfo, ref tempAbsorb);
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// Check if our aura is using amount to count heal
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@@ -3625,7 +3626,7 @@ namespace Game.Entities
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}
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if (!absorbAurEff.GetSpellInfo().HasAttribute(SpellAttr6.AbsorbCannotBeIgnore))
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damageInfo.ModifyDamage(absorbIgnoringDamage);
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damageInfo.ModifyDamage(ref absorbIgnoringDamage);
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if (currentAbsorb != 0)
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{
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