diff options
-rwxr-xr-x | src/server/game/Entities/Player/Player.cpp | 3 | ||||
-rwxr-xr-x | src/server/game/Spells/SpellEffects.cpp | 25 |
2 files changed, 28 insertions, 0 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp index 10ec8500923..c5c025c96df 100755 --- a/src/server/game/Entities/Player/Player.cpp +++ b/src/server/game/Entities/Player/Player.cpp @@ -23201,6 +23201,9 @@ void Player::RemoveRunesByAuraEffect(AuraEffect const* aura) void Player::RestoreBaseRune(uint8 index) { AuraEffect const* aura = m_runes->runes[index].ConvertAura; + // If rune was converted by a non-pasive aura that still active we should keep it converted + if (aura && !(aura->GetSpellInfo()->Attributes & SPELL_ATTR0_PASSIVE)) + return; ConvertRune(index, GetBaseRune(index)); SetRuneConvertAura(index, NULL); // Don't drop passive talents providing rune convertion diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp index c3c73598af7..5fd1c788c7f 100755 --- a/src/server/game/Spells/SpellEffects.cpp +++ b/src/server/game/Spells/SpellEffects.cpp @@ -7003,10 +7003,35 @@ void Spell::EffectActivateRune(SpellEffIndex effIndex) { if (player->GetRuneCooldown(j) && player->GetCurrentRune(j) == RuneType(m_spellInfo->Effects[effIndex].MiscValue)) { + if (m_spellInfo->Id == 45529) + if (player->GetBaseRune(j) != RuneType(m_spellInfo->Effects[effIndex].MiscValueB)) + continue; player->SetRuneCooldown(j, 0); --count; } } + + // Blood Tap + if (m_spellInfo->Id == 45529 && count > 0) + { + for (uint32 l = 0; l < MAX_RUNES && count > 0; ++l) + { + // Check if both runes are on cd as that is the only time when this needs to come into effect + if ((player->GetRuneCooldown(l) && player->GetCurrentRune(l) == RuneType(m_spellInfo->Effects[effIndex].MiscValueB)) && (player->GetRuneCooldown(l+1) && player->GetCurrentRune(l+1) == RuneType(m_spellInfo->Effects[effIndex].MiscValueB))) + { + // Should always update the rune with the lowest cd + if (player->GetRuneCooldown(l) >= player->GetRuneCooldown(l+1)) + l++; + player->SetRuneCooldown(l, 0); + --count; + // is needed to push through to the client that the rune is active + player->ResyncRunes(MAX_RUNES); + } + else + break; + } + } + // Empower rune weapon if (m_spellInfo->Id == 47568) { |