Core/Scripts: Move some spells to scripts
Port From (https://github.com/TrinityCore/TrinityCore/commit/3b1ed434aeacfa57f392387c2176dfb4438b13f8)
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@@ -161,39 +161,6 @@ namespace Game.Spells
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damage /= (int)count;
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}
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switch (m_spellInfo.SpellFamilyName)
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{
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case SpellFamilyNames.Generic:
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{
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///@todo: move those to scripts
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switch (m_spellInfo.Id) // better way to check unknown
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{
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// Consumption
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case 28865:
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damage = 2750;
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if (m_caster.GetMap().IsHeroic())
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damage = 4250;
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break;
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// percent from health with min
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case 25599: // Thundercrash
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{
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damage = (int)unitTarget.GetHealth() / 2;
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if (damage < 200)
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damage = 200;
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break;
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}
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// arcane charge. must only affect demons (also undead?)
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case 45072:
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{
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if ((unitTarget.GetCreatureTypeMask() & (uint)CreatureType.MaskDemonOrUnDead) == 0)
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return;
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break;
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}
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}
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break;
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}
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}
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if (unitCaster != null && apply_direct_bonus)
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{
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uint bonus = unitCaster.SpellDamageBonusDone(unitTarget, m_spellInfo, (uint)damage, DamageEffectType.SpellDirect, effectInfo);
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