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authormegamage <none@none>2009-03-05 13:09:51 -0600
committermegamage <none@none>2009-03-05 13:09:51 -0600
commit21f35e15d90616831150f0d8a5100b5449df8437 (patch)
tree6fbcc1a70e29f66463c82099bed8c8b449e95a3b /src
parentb7ec91f72d640bb694b82b0adafaa66935174d42 (diff)
*Do not calculate level-based spell damage twice. This fixed the bug that some +ap buff give mobs too high damage.
--HG-- branch : trunk
Diffstat (limited to 'src')
-rw-r--r--src/game/Unit.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 46ee967b466..bb0229aeef5 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -10613,7 +10613,7 @@ int32 Unit::CalculateSpellDamage(SpellEntry const* spellProto, uint8 effect_inde
}
}
- if(spellProto->Attributes & SPELL_ATTR_LEVEL_DAMAGE_CALCULATION && spellProto->spellLevel &&
+ if(!basePointsPerLevel && (spellProto->Attributes & SPELL_ATTR_LEVEL_DAMAGE_CALCULATION && spellProto->spellLevel) &&
spellProto->Effect[effect_index] != SPELL_EFFECT_WEAPON_PERCENT_DAMAGE &&
spellProto->Effect[effect_index] != SPELL_EFFECT_KNOCK_BACK)
//there are many more: slow speed, -healing pct