*Rename SPELL_AURA_RANGED_AP_ATTACKER_CREATURES_BONUS to SPELL_AURA_MOD_CREATURE_AOE_DAMAGE_AVOIDANCE, and reimplement that aura type.
*Some more research about new aura types. --HG-- branch : trunk
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@@ -11208,17 +11208,7 @@ void Unit::MeleeDamageBonus(Unit *pVictim, uint32 *pdamage, WeaponAttackType att
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// ..done (base at attack power for marked target and base at attack power for creature type)
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int32 APbonus = 0;
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if (attType == RANGED_ATTACK && pVictim->GetTypeId() == TYPEID_UNIT)
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{
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APbonus += pVictim->GetTotalAuraModifier(SPELL_AURA_RANGED_AP_ATTACKER_CREATURES_BONUS);
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// ..done (base at attack power and creature type)
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AuraEffectList const& mCreatureAttackPower = GetAuraEffectsByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_VERSUS);
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for (AuraEffectList::const_iterator i = mCreatureAttackPower.begin(); i != mCreatureAttackPower.end(); ++i)
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if (creatureTypeMask & uint32((*i)->GetMiscValue()))
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APbonus += (*i)->GetAmount();
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}
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else if (attType == RANGED_ATTACK)
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if (attType == RANGED_ATTACK)
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{
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APbonus += pVictim->GetTotalAuraModifier(SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS);
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@@ -13689,7 +13679,6 @@ bool InitTriggerAuraData()
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isNonTriggerAura[SPELL_AURA_MOD_POWER_REGEN]=true;
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isNonTriggerAura[SPELL_AURA_REDUCE_PUSHBACK]=true;
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isTriggerAura[SPELL_AURA_RANGED_AP_ATTACKER_CREATURES_BONUS] = true;
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return true;
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}
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