Core/Scripts: Move some spells to scripts

Port From (https://github.com/TrinityCore/TrinityCore/commit/3b1ed434aeacfa57f392387c2176dfb4438b13f8)
This commit is contained in:
hondacrx
2021-11-18 20:13:29 -05:00
parent 24729c13a2
commit a1e0e2e1d0
4 changed files with 33 additions and 36 deletions
-33
View File
@@ -161,39 +161,6 @@ namespace Game.Spells
damage /= (int)count;
}
switch (m_spellInfo.SpellFamilyName)
{
case SpellFamilyNames.Generic:
{
///@todo: move those to scripts
switch (m_spellInfo.Id) // better way to check unknown
{
// Consumption
case 28865:
damage = 2750;
if (m_caster.GetMap().IsHeroic())
damage = 4250;
break;
// percent from health with min
case 25599: // Thundercrash
{
damage = (int)unitTarget.GetHealth() / 2;
if (damage < 200)
damage = 200;
break;
}
// arcane charge. must only affect demons (also undead?)
case 45072:
{
if ((unitTarget.GetCreatureTypeMask() & (uint)CreatureType.MaskDemonOrUnDead) == 0)
return;
break;
}
}
break;
}
}
if (unitCaster != null && apply_direct_bonus)
{
uint bonus = unitCaster.SpellDamageBonusDone(unitTarget, m_spellInfo, (uint)damage, DamageEffectType.SpellDirect, effectInfo);