Fixes issue 152. Now Improved Water Shield works as intended.

1. Removed hardcoded proc chance for Lesser Healing Wave (all ranks had equal proc chance).
2. Added proc chance for Chain Heal (patch 3.2).
3. Fixed bug with Lesser Healing Wave and Chain Heal rolled default spell proc chance at first and then correct chance in dummy proc. So they have never ever proced for low ranks of the talent.
4. Removed consumption of charges (patch 3.2).

--HG--
branch : trunk
This commit is contained in:
Astellar
2010-01-07 00:24:58 +03:00
parent 3c3197ae71
commit b0e7dc95a4
3 changed files with 16 additions and 6 deletions
@@ -0,0 +1 @@
UPDATE spell_proc_event SET spellFamilyMask0 = spellFamilyMask0 | 0x100, customChance = 100 WHERE entry IN (16198, 16180, 16196);
+3 -3
View File
@@ -5788,9 +5788,9 @@ INSERT INTO `spell_proc_event` (`entry`,`SchoolMask`,`SpellFamilyName`,`SpellFam
( 16086, 0x04, 11, 0x00000000, 0x00040000, 0x00000000, 0x00030000, 0x00000000, 0, 0, 0), -- Improved Fire Nova Totem (Rank 1)
( 16544, 0x04, 11, 0x00000000, 0x00040000, 0x00000000, 0x00030000, 0x00000000, 0, 0, 0), -- Improved Fire Nova Totem (Rank 2)
( 16176, 0x00, 11, 0x000001C0, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0, 0, 0), -- Ancestral Healing (Rank 1)
( 16180, 0x00, 11, 0x000000C0, 0x00000000, 0x00000010, 0x00000000, 0x00000002, 0, 0, 0), -- Improved Water Shield (Rank 1)
( 16196, 0x00, 11, 0x000000C0, 0x00000000, 0x00000010, 0x00000000, 0x00000002, 0, 0, 0), -- Improved Water Shield (Rank 2)
( 16198, 0x00, 11, 0x000000C0, 0x00000000, 0x00000010, 0x00000000, 0x00000002, 0, 0, 0), -- Improved Water Shield (Rank 3)
( 16180, 0x00, 11, 0x000001C0, 0x00000000, 0x00000010, 0x00000000, 0x00000002, 0, 100, 0), -- Improved Water Shield (Rank 1)
( 16196, 0x00, 11, 0x000001C0, 0x00000000, 0x00000010, 0x00000000, 0x00000002, 0, 100, 0), -- Improved Water Shield (Rank 2)
( 16198, 0x00, 11, 0x000001C0, 0x00000000, 0x00000010, 0x00000000, 0x00000002, 0, 100, 0), -- Improved Water Shield (Rank 3)
( 16235, 0x00, 11, 0x000001C0, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0, 0, 0), -- Ancestral Healing (Rank 2)
( 16240, 0x00, 11, 0x000001C0, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0, 0, 0), -- Ancestral Healing (Rank 3)
( 16256, 0x00, 0, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0, 0, 0), -- Flurry (Rank 1)
+12 -3
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@@ -6918,15 +6918,24 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, AuraEffect* trigger
// Improved Water Shield
if (dummySpell->SpellIconID == 2287)
{
// Lesser Healing Wave need aditional 60% roll
if (procSpell->SpellFamilyFlags[0] & 0x80 && !roll_chance_i(60))
// Default chance for Healing Wave and Riptide
float chance = triggeredByAura->GetAmount();
if (procSpell->SpellFamilyFlags[0] & 0x80)
// Lesser Healing Wave - 0.6 of default
chance *= 0.6f;
else if (procSpell->SpellFamilyFlags[0] & 0x100)
// Chain heal - 0.3 of default
chance *= 0.3f;
if (!roll_chance_f(chance))
return false;
// Water Shield
if (AuraEffect const * aurEff = GetAura(SPELL_AURA_PROC_TRIGGER_SPELL, SPELLFAMILY_SHAMAN, 0, 0x00000020))
{
uint32 spell = aurEff->GetSpellProto()->EffectTriggerSpell[aurEff->GetEffIndex()];
CastSpell(this, spell, true, castItem, triggeredByAura);
aurEff->GetParentAura()->DropAuraCharge();
return true;
}
return false;