Start adding missing scripts Part4
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/*
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* Copyright (C) 2012-2020 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Game.AI;
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using Game.Entities;
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using Game.Scripting;
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using Game.Spells;
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using System;
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namespace Scripts.EasternKingdoms.BlackrockMountain.BlackwingLair.Vaelastrasz
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{
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struct SpellIds
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{
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public const uint Essenceofthered = 23513;
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public const uint Flamebreath = 23461;
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public const uint Firenova = 23462;
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public const uint Tailswipe = 15847;
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public const uint Burningadrenaline = 18173; //Cast this one. It's what 3.3.5 Dbm expects.
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public const uint BurningadrenalineExplosion = 23478;
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public const uint Cleave = 19983; //Chain cleave is most likely named something different and contains a dummy effect
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}
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struct TextIds
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{
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public const uint SayLine1 = 0;
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public const uint SayLine2 = 1;
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public const uint SayLine3 = 2;
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public const uint SayHalflife = 3;
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public const uint SayKilltarget = 4;
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public const uint GossipId = 6101;
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}
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[Script]
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class boss_vaelastrasz : BossAI
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{
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ObjectGuid PlayerGUID;
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bool HasYelled;
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public boss_vaelastrasz(Creature creature) : base(creature, DataTypes.VaelastrazTheCorrupt)
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{
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Initialize();
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creature.SetNpcFlag(NPCFlags.Gossip);
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creature.SetFaction((uint)FactionTemplates.Friendly);
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creature.RemoveUnitFlag(UnitFlags.Uninteractible);
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}
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void Initialize()
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{
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PlayerGUID.Clear();
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HasYelled = false;
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}
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public override void Reset()
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{
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_Reset();
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me.SetStandState(UnitStandStateType.Dead);
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Initialize();
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}
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public override void JustEngagedWith(Unit who)
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{
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base.JustEngagedWith(who);
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DoCast(me, SpellIds.Essenceofthered);
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me.SetHealth(me.CountPctFromMaxHealth(30));
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// now drop damage requirement to be able to take loot
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me.ResetPlayerDamageReq();
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_scheduler.Schedule(TimeSpan.FromSeconds(10), task =>
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{
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DoCastVictim(SpellIds.Cleave);
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task.Repeat(TimeSpan.FromSeconds(15));
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});
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_scheduler.Schedule(TimeSpan.FromSeconds(15), task =>
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{
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DoCastVictim(SpellIds.Flamebreath);
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task.Repeat(TimeSpan.FromSeconds(8), TimeSpan.FromSeconds(14));
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});
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_scheduler.Schedule(TimeSpan.FromSeconds(20), task =>
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{
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DoCastVictim(SpellIds.Firenova);
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task.Repeat(TimeSpan.FromSeconds(15));
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});
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_scheduler.Schedule(TimeSpan.FromSeconds(11), task =>
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{
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//Only cast if we are behind
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if (!me.HasInArc(MathF.PI, me.GetVictim()))
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{
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DoCast(me.GetVictim(), SpellIds.Tailswipe);
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}
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task.Repeat(TimeSpan.FromSeconds(15));
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});
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_scheduler.Schedule(TimeSpan.FromSeconds(15), task =>
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{
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//selects a random target that isn't the current victim and is a mana user (selects mana users) but not pets
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//it also ignores targets who have the aura. We don't want to place the debuff on the same target twice.
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Unit target = SelectTarget(SelectTargetMethod.Random, 1, u => { return u && !u.IsPet() && u.GetPowerType() == PowerType.Mana && !u.HasAura(SpellIds.Burningadrenaline); });
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if (target != null)
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me.CastSpell(target, SpellIds.Burningadrenaline, true);
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task.Repeat(TimeSpan.FromSeconds(15));
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});
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_scheduler.Schedule(TimeSpan.FromSeconds(45), task =>
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{
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//Vael has to cast it himself; contrary to the previous commit's comment. Nothing happens otherwise.
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me.CastSpell(me.GetVictim(), SpellIds.Burningadrenaline, true);
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task.Repeat(TimeSpan.FromSeconds(45));
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});
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}
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void BeginSpeech(Unit target)
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{
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PlayerGUID = target.GetGUID();
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me.RemoveNpcFlag(NPCFlags.Gossip);
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_scheduler.Schedule(TimeSpan.FromSeconds(1), task =>
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{
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Talk(TextIds.SayLine1);
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me.SetStandState(UnitStandStateType.Stand);
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me.HandleEmoteCommand(Emote.OneshotTalk);
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task.Schedule(TimeSpan.FromSeconds(12), speechTask2 =>
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{
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Talk(TextIds.SayLine2);
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me.HandleEmoteCommand(Emote.OneshotTalk);
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speechTask2.Schedule(TimeSpan.FromSeconds(12), speechTask3 =>
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{
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Talk(TextIds.SayLine3);
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me.HandleEmoteCommand(Emote.OneshotTalk);
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speechTask3.Schedule(TimeSpan.FromSeconds(16), speechTask4 =>
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{
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me.SetFaction((uint)FactionTemplates.DragonflightBlack);
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Player player = Global.ObjAccessor.GetPlayer(me, PlayerGUID);
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if (player)
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AttackStart(player);
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});
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});
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});
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});
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}
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public override void KilledUnit(Unit victim)
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{
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if ((RandomHelper.Rand32() % 5) != 0)
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return;
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Talk(TextIds.SayKilltarget, victim);
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}
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public override void UpdateAI(uint diff)
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{
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_scheduler.Update(diff);
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if (!UpdateVictim())
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return;
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if (me.HasUnitState(UnitState.Casting))
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return;
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// Yell if hp lower than 15%
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if (HealthBelowPct(15) && !HasYelled)
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{
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Talk(TextIds.SayHalflife);
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HasYelled = true;
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}
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DoMeleeAttackIfReady();
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}
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public override bool OnGossipSelect(Player player, uint menuId, uint gossipListId)
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{
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if (menuId == TextIds.GossipId && gossipListId == 0)
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{
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player.CloseGossipMenu();
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BeginSpeech(player);
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}
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return false;
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}
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}
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//Need to define an aurascript for EventBurningadrenaline's death effect.
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[Script] // 18173 - Burning Adrenaline
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class spell_vael_burning_adrenaline : AuraScript
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{
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void OnAuraRemoveHandler(AuraEffect aurEff, AuraEffectHandleModes mode)
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{
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//The tooltip says the on death the AoE occurs. According to information: http://qaliaresponse.stage.lithium.com/t5/WoW-Mayhem/Surviving-Burning-Adrenaline-For-tanks/td-p/48609
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//Burning Adrenaline can be survived therefore Blizzard's implementation was an AoE bomb that went off if you were still alive and dealt
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//damage to the target. You don't have to die for it to go off. It can go off whether you live or die.
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GetTarget().CastSpell(GetTarget(), SpellIds.BurningadrenalineExplosion, true);
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}
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public override void Register()
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{
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AfterEffectRemove.Add(new EffectApplyHandler(OnAuraRemoveHandler, 2, AuraType.PeriodicTriggerSpell, AuraEffectHandleModes.Real));
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}
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}
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}
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