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Core/Spells: enable a spell scaling calculation for level based amount multiplication. This fixes alot of npc spells dealing way less damage than they should
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@@ -515,7 +515,6 @@ int32 SpellEffectInfo::CalcValue(Unit const* caster, int32 const* bp, Unit const
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value = caster->ApplyEffectModifiers(_spellInfo, _effIndex, value);
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// amount multiplication based on caster's level
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/* REVIEW - MERGE <<<<<<< HEAD
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if (!_spellInfo->GetSpellScaling() && !basePointsPerLevel && (_spellInfo->Attributes & SPELL_ATTR0_LEVEL_DAMAGE_CALCULATION && _spellInfo->SpellLevel) &&
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Effect != SPELL_EFFECT_WEAPON_PERCENT_DAMAGE &&
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Effect != SPELL_EFFECT_KNOCK_BACK &&
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@@ -527,7 +526,6 @@ int32 SpellEffectInfo::CalcValue(Unit const* caster, int32 const* bp, Unit const
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//there are many more: slow speed, -healing pct
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value *= 0.25f * exp(caster->getLevel() * (70 - _spellInfo->SpellLevel) / 1000.0f);
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//value = int32(value * (int32)getLevel() / (int32)(_spellInfo->spellLevel ? _spellInfo->spellLevel : 1));
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======= */
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if (!caster->IsControlledByPlayer() &&
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_spellInfo->SpellLevel && _spellInfo->SpellLevel != caster->getLevel() &&
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!basePointsPerLevel && _spellInfo->HasAttribute(SPELL_ATTR0_LEVEL_DAMAGE_CALCULATION))
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