/* * Copyright (C) 2012-2020 CypherCore * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ using Framework.Constants; using Game.Entities; using Game.Scripting; using Game.Spells; namespace Scripts.Spells.DemonHunter { struct SpellIds { public const uint ChaosStrikeEnergize = 193840; } [Script] // 197125 - Chaos Strike class spell_dh_chaos_strike : AuraScript { public override bool Validate(SpellInfo spellInfo) { return ValidateSpellInfo(SpellIds.ChaosStrikeEnergize); } void HandleEffectProc(AuraEffect aurEff, ProcEventInfo eventInfo) { PreventDefaultAction(); GetTarget().CastSpell(GetTarget(), SpellIds.ChaosStrikeEnergize, new CastSpellExtraArgs(TriggerCastFlags.FullMask).AddSpellMod(SpellValueMod.BasePoint0, aurEff.GetAmount()).SetTriggeringAura(aurEff)); } public override void Register() { OnEffectProc.Add(new EffectProcHandler(HandleEffectProc, 0, AuraType.ProcTriggerSpell)); } } }