From 52f45202d88e75919903ba4d84ec0026dede3370 Mon Sep 17 00:00:00 2001 From: Ovahlord Date: Sat, 11 Sep 2021 12:29:40 +0200 Subject: [PATCH] Core/Spells: Blood Rune activation no longer can activate Death Runes --- src/server/game/Spells/SpellEffects.cpp | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp index c28841a8bed..1f40d9c23ea 100644 --- a/src/server/game/Spells/SpellEffects.cpp +++ b/src/server/game/Spells/SpellEffects.cpp @@ -5181,10 +5181,8 @@ void Spell::EffectActivateRune(SpellEffIndex effIndex) uint32 count = damage; int32 miscValue = (1 << m_spellInfo->Effects[effIndex].MiscValue); - // Death and Blood runes may activate each other - if (miscValue & (1 << RUNE_BLOOD)) - miscValue |= (1 << RUNE_DEATH); - else if (miscValue & (1 << RUNE_DEATH)) + // Death Runes may also activate Blood Runes (Blood Tap) + if (miscValue & (1 << RUNE_DEATH)) miscValue |= (1 << RUNE_BLOOD); for (uint32 i = 0; i < MAX_RUNES && count > 0; ++i)