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NIKE

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Everything posted by NIKE

  1. // Lava Lash if (m_spellInfo->SpellFamilyFlags2 & 0x00000004) { if (m_caster->GetTypeId()!=TYPEID_PLAYER) return; Item *item = ((Player*)m_caster)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (item) { // Damage is increased if your off-hand weapon is enchanted with Flametongue. Unit::AuraList const& auraDummy = m_caster->GetAurasByType(SPELL_AURA_DUMMY); for(Unit::AuraList::const_iterator itr = auraDummy.begin(); itr != auraDummy.end(); ++itr) { if( (*itr)->GetSpellProto()->SpellFamilyName==SPELLFAMILY_SHAMAN && (*itr)->GetSpellProto()->SpellFamilyFlags & 0x0000000000200000LL && (*itr)->GetCastItemGUID() == item->GetGUID()) { m_damage += m_damage * damage / 100; return; } } } return; } break; maybe use SpellEntry const *spellInfo = sSpellStore.LookupEntry( triggered_spell_id ); if(spellInfo->AttributesEx3 & SPELL_ATTR_EX3_REQ_OFFHAND) { Item* item = ((Player*)m_caster)->GetWeaponForAttack(OFF_ATTACK); // skip spell if no weapon in slot or broken if(!item || item->IsBroken() ) return; // skip spell if weapon not fit to triggered spell if(!item->IsFitToSpellRequirements(spellInfo)) return; }
  2. This is the way it should be? or One-hand should do the same work?
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