Core&DB/Spells: Fix DK T8 4p bonus

- Added missing spell to DB
- Corrected DBC data that is, very likely, wrong
Closes #6062
This commit is contained in:
Nay
2012-04-06 18:49:40 +01:00
parent e2cfef4a1a
commit d546a531c3
3 changed files with 7 additions and 1 deletions
+3
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@@ -3238,6 +3238,9 @@ void SpellMgr::LoadDbcDataCorrections()
spellInfo->EffectDieSides[0] = 0; // was 1, that should probably mean seat 0, but instead it's treated as spell 1
spellInfo->EffectBasePoints[0] = 52391; // Ride Vehicle (forces seat 0)
break;
case 64745:
spellInfo->EffectBasePoints[0] = 100; // 100% chance of procc'ing, not -10% (chance calculated in PrepareTriggersExecutedOnHit)
break;
case 19970: // Entangling Roots (Rank 6) -- Nature's Grasp Proc
case 19971: // Entangling Roots (Rank 5) -- Nature's Grasp Proc
case 19972: // Entangling Roots (Rank 4) -- Nature's Grasp Proc
+1 -1
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@@ -73,7 +73,7 @@ inline uint32 secsToTimeBitFields(time_t secs)
double rand_norm(void);
/* Return a random double from 0.0 to 99.9999999999999. Floats support only 7 valid decimal digits.
* A double supports up to 15 valid decimal digits and is used internaly (RAND32_MAX has 10 digits).
* A double supports up to 15 valid decimal digits and is used internally (RAND32_MAX has 10 digits).
* With an FPU, there is usually no difference in performance between float and double. */
double rand_chance(void);