+ // Check for Avoidance at last + for (int i=0;i<3;++i) + { + if(IsAreaEffectTarget(Targets(spell->EffectImplicitTargetA[i])) || + IsAreaEffectTarget(Targets(spell->EffectImplicitTargetB[i]))) + { + int32 avoidance = pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_AOE_AVOIDANCE); + + if (avoidance > 0 && roll_chance_i(avoidance)) + return SPELL_MISS_RESIST; + // do not atempt to resist more than one time + break; + } + } + // Temporary solution for melee based spells and spells vs SPELL_SCHOOL_NORMAL (hit result calculated after) for (int i=0;i<3;i++) {