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[fix] Not allow chain-casting Bloodlust and Heroism

Guest DonTomika

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What bug does the patch fix? What features does the patch add?

This patch should fix two spells: Sated (57724) and Exhaustion (57723). These spells are only checked clientside, so they only prevent casting Bloodlust or Heroism, but does not prevent players from getting the Bloodlust/Heroism buffs.

For example, when there are more than one shamans in a group, Shaman_A can go offline while Shaman_B casts bloodlust. 40 seconds later Shaman_A casts bloodlust too, and everyone in the group gets the haste buff again.

For which repository revision was the patch created?


Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

Didn't find any.

diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp
index 34332c6..2c986b0 100644
--- a/src/game/Spell.cpp
+++ b/src/game/Spell.cpp
@@ -5447,6 +5447,11 @@ bool Spell::CheckTarget( Unit* target, uint32 eff )
            return false;

+    // Check Sated & Exhaustion debuffs
+    if (((m_spellInfo->Id == 2825) && (target->HasAura(57724))) ||
+        ((m_spellInfo->Id == 32182) && (target->HasAura(57723))))
+        return false;
    //Check targets for LOS visibility (except spells without range limitations )

I used hardcoded spell ids, because this patch should only affect 2 spells (no ranks and others), and as far as I know, they should not affect each other (so when a mage gets bloodlust & sated, and later he spellsteals a heroism buff, he should be able to benefit from both buffs). They could be checked with "((m_spellInfo->SpellFamilyName == SPELLFAMILY_SHAMAN) && (m_spellInfo->SpellFamilyFlags == 64))", and a SpellIconID check, but I think it would be too slow and complicated for a simple fix like this.

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