Jump to content

Recommended Posts

  • 40 years later...
Posted


  1.
     diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp
  2.
     index f983702..e203234 100644
  3.
     --- a/src/game/SpellMgr.cpp
  4.
     +++ b/src/game/SpellMgr.cpp
  5.
     @@ -604,8 +604,9 @@ bool IsPositiveEffect(uint32 spellId, uint32 effIndex)
  6.
                          break;
  7.
                      case SPELL_AURA_MOD_DECREASE_SPEED:         // used in positive spells also
  8.
                          // part of positive spell if casted at self
  9.
     -                    if (spellproto->EffectImplicitTargetA[effIndex] == TARGET_SELF ||
 10.
     -                        spellproto->EffectImplicitTargetA[effIndex] == TARGET_SELF2)
 11.
     +                    if ((spellproto->EffectImplicitTargetA[effIndex] == TARGET_SELF ||
 12.
     +                        spellproto->EffectImplicitTargetA[effIndex] == TARGET_SELF2) &&
 13.
     +                        spellproto->SpellFamilyName == SPELLFAMILY_GENERIC)
 14.
                              return false;
 15.
                          // but not this if this first effect (don't found batter check)
 16.
                          if(spellproto->Attributes & 0x4000000 && effIndex==0)

not fixed by me - greetings to Nyaa ;D:)

Posted

diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp
index 74223f6..4fcdc31 100644
--- a/src/game/SpellMgr.cpp
+++ b/src/game/SpellMgr.cpp
@@ -590,8 +590,9 @@ bool IsPositiveEffect(uint32 spellId, uint32 effIndex)
                    break;
                case SPELL_AURA_MOD_DECREASE_SPEED:         // used in positive spells also
                    // part of positive spell if casted at self
-                    if (spellproto->EffectImplicitTargetA[effIndex] == TARGET_SELF ||
-                        spellproto->EffectImplicitTargetA[effIndex] == TARGET_SELF2)
+                    if ((spellproto->EffectImplicitTargetA[effIndex] == TARGET_SELF ||
+                        spellproto->EffectImplicitTargetA[effIndex] == TARGET_SELF2) &&
+                        spellproto->SpellFamilyName == SPELLFAMILY_GENERIC)
                        return false;
                    // but not this if this first effect (don't found batter check)
                    if(spellproto->Attributes & 0x4000000 && effIndex==0)

Much better look :P

Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use