diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index f31c738..be64e7d 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
-6380,7 +6380,40 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu
return false;
// TODO: wite script for this "fights on its own, doing the same attacks"
// NOTE: Trigger here on every attack and spell cast
- return false;
+ Pet* runeBlade = FindGuardianWithEntry(27893);
+ if (!runeBlade)
+ return false;
+ else
+ {
+
[b]+ // Cannot be Selected or Attacked
+ runeBlade->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
+ runeBlade->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
+
+ // Add visible weapon
+ if (Item const * item = ((Player *)owner)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
+ runeBlade->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID, item->GetProto()->ItemId);
+
+ // Add stats scaling
+ int32 damageDone=owner->CalculateDamage(BASE_ATTACK, false, true);
+ int32 meleeSpeed=owner->m_modAttackSpeedPct[bASE_ATTACK];
+ runeBlade->CastCustomSpell(runeBlade, 51906, &damageDone, &meleeSpeed, NULL, true);
+
+ // Visual Glow
+ runeBlade->CastSpell(m_creature, 53160, true);[/b]
+
+ if(!procSpell) // triggered from auto-attack
+ {
+ // copy paste from attacker state update...
+ pVictim = SelectMagnetTarget(pVictim);
+
+ CalcDamageInfo damageInfo;
+ CalculateMeleeDamage(pVictim, 0, &damageInfo, BASE_ATTACK);
+ damageInfo.attacker = runeBlade;
+ damageInfo.damage = damageInfo.damage / 2;
+ // Send log damage message to client
+ runeBlade->DealDamageMods(pVictim,damageInfo.damage,&damageInfo.absorb);
+ runeBlade->SendAttackStateUpdate(&damageInfo);
+ runeBlade->ProcDamageAndSpell(damageInfo.target, damageInfo.procAttacker, damageInfo.procVictim, damageInfo.procEx, damageInfo.damage, damageInfo.attackType);
+ runeBlade->DealMeleeDamage(&damageInfo,true);
+
+ // if damage pVictim call AI reaction
+ if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
+ ((Creature*)pVictim)->AI()->AttackedBy(runeBlade);
+ }
+ else // only melee based spells?
+ {
+ // is it really half???
+ basepoints0 = procSpell->EffectBasePoints[0] / 2;
+ int32 basepoints1 = procSpell->EffectBasePoints[1] / 2;
+ int32 basepoints2 = procSpell->EffectBasePoints[2] / 2;
+ runeBlade->CastCustomSpell(pVictim,procSpell,&basepoints0,&basepoints1,&basepoints2,true,castItem,triggeredByAura);
+ }
+ return true;
+ }
}
// Mark of Blood
if (dummySpell->Id == 49005)
Experts, check up please, the allocated site of a code is truly inserted into the basic patch?