Fixed Chain Lightning overproccing with Lightning Overload, patch by DrTenma
Closes issue #1198. --HG-- branch : trunk
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@@ -7335,27 +7335,25 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, AuraEffect* trigger
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sLog.outError("Unit::HandleDummyAuraProc: non handled spell id: %u (LO)", procSpell->Id);
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return false;
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}
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// No thread generated mod
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// TODO: exist special flag in spell attributes for this, need found and use!
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SpellModifier *mod = new SpellModifier;
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mod->op = SPELLMOD_THREAT;
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mod->value = -100;
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mod->type = SPELLMOD_PCT;
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mod->spellId = dummySpell->Id;
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mod->mask[0] = 0x02;
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mod->mask[2] = 0x00;
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this->ToPlayer()->AddSpellMod(mod, true);
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// Remove cooldown (Chain Lightning - have Category Recovery time)
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// Chain Lightning
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if (procSpell->SpellFamilyFlags[0] & 0x2)
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{
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// Chain lightning has [LightOverload_Proc_Chance] / [Max_Number_of_Targets] chance to proc of each individual target hit.
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// A maxed LO would have a 33% / 3 = 11% chance to proc of each target.
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// LO chance was already "accounted" at the proc chance roll, now need to divide the chance by [Max_Number_of_Targets]
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float chance = 100.0f / procSpell->EffectChainTarget[effIndex];
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if (!roll_chance_f(chance))
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return false;
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// Remove cooldown (Chain Lightning - have Category Recovery time)
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ToPlayer()->RemoveSpellCooldown(spellId);
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}
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CastSpell(pVictim, spellId, true, castItem, triggeredByAura);
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this->ToPlayer()->AddSpellMod(mod, false);
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if (cooldown && GetTypeId() == TYPEID_PLAYER)
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ToPlayer()->AddSpellCooldown(dummySpell->Id,0,time(NULL) + cooldown);
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ToPlayer()->AddSpellCooldown(dummySpell->Id, 0, time(NULL) + cooldown);
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return true;
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}
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