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[patch] Bleed


Auntie Mangos

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As explained here: http://getmangos.eu/community/viewtopic.php?id=25332 effect mechanic is not checked for bleeds when reducing physical DoTs by armor

Index: game/SpellAuras.cpp
===================================================================
--- game/SpellAuras.cpp                (revision 6099)
+++ game/SpellAuras.cpp                (working copy)
@@ -5295,7 +5295,9 @@
                                                                pdamage = amount;

                                                                //Calculate armor mitigation if it is a physical spell
-                                                                if (GetSpellSchoolMask(GetSpellProto()) & SPELL_SCHOOL_MASK_NORMAL && GetSpellProto()->Mechanic != MECHANIC_BLEED)
+                                                                if (GetSpellSchoolMask(GetSpellProto()) & SPELL_SCHOOL_MASK_NORMAL &&
+                                                                                GetSpellProto()->Mechanic != MECHANIC_BLEED &&
+                                                                                GetSpellProto()->EffectMechanic[GetEffIndex()] != MECHANIC_BLEED )
                                                                {
                                                                                uint32 pdamageReductedArmor = pCaster->CalcArmorReducedDamage(m_target, pdamage);
                                                                                cleanDamage.damage += pdamage - pdamageReductedArmor;

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  • 38 years later...

I replace

+                                        GetSpellProto()->Mechanic != MECHANIC_BLEED &&
+                                        GetSpellProto()->EffectMechanic[GetEffIndex()] != MECHANIC_BLEED

by more correct

GetEffectMechanic(GetSpellProto(), m_effIndex) != MECHANIC_BLEED

Patch in 6104 thank you

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