Core/Spells: Fix periodic rolling adding bonuses twice
Port From (https://github.com/TrinityCore/TrinityCore/commit/9fa95b4b57c1d843392d0c321cdabbc3a21e1d69)
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@@ -506,10 +506,8 @@ namespace Scripts.Spells.Warrior
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void HandleProc(AuraEffect aurEff, ProcEventInfo eventInfo)
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{
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Unit target = eventInfo.GetActionTarget();
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//Get the Remaining Damage from the aura (if exist)
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int remainingDamage = (int)target.GetRemainingPeriodicAmount(target.GetGUID(), SpellIds.TraumaEffect, AuraType.PeriodicDamage);
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//Get 25% of damage from the spell casted (Slam & Whirlwind) plus Remaining Damage from Aura
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int damage = (int)(MathFunctions.CalculatePct(eventInfo.GetDamageInfo().GetDamage(), aurEff.GetAmount()) / Global.SpellMgr.GetSpellInfo(SpellIds.TraumaEffect, GetCastDifficulty()).GetMaxTicks()) + remainingDamage;
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int damage = (int)(MathFunctions.CalculatePct(eventInfo.GetDamageInfo().GetDamage(), aurEff.GetAmount()) / Global.SpellMgr.GetSpellInfo(SpellIds.TraumaEffect, GetCastDifficulty()).GetMaxTicks());
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CastSpellExtraArgs args = new(TriggerCastFlags.FullMask);
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args.AddSpellMod(SpellValueMod.BasePoint0, damage);
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GetCaster().CastSpell(target, SpellIds.TraumaEffect, args);
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