Re-re-fix for Life Tap (3.3.3).

I hope that this one is the last.
Each rank now use diferent spell power gains (0, 0.2, 0.5).

--HG--
branch : trunk
This commit is contained in:
John Holiver
2010-05-26 14:54:56 -03:00
parent 3cd4626dac
commit ff7308f754
+10 -2
View File
@@ -1630,8 +1630,16 @@ void Spell::EffectDummy(uint32 i)
// Life Tap // Life Tap
if (m_spellInfo->SpellFamilyFlags[0] & SPELLFAMILYFLAG_WARLOCK_LIFETAP) if (m_spellInfo->SpellFamilyFlags[0] & SPELLFAMILYFLAG_WARLOCK_LIFETAP)
{ {
int32 damage = m_spellInfo->EffectBasePoints[0] + (6 * m_spellInfo->baseLevel); float spFactor = 0;
int32 mana = damage + (m_caster->ToPlayer()->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+SPELL_SCHOOL_SHADOW) / 2); switch (m_spellInfo->Id)
{
case 11689: spFactor = 0.2; break;
case 27222:
case 57946: spFactor = 0.5; break;
default: spFactor = 0; break;
}
int32 damage = m_spellInfo->EffectBasePoints[0] + (6.3875 * m_spellInfo->baseLevel);
int32 mana = damage + (m_caster->ToPlayer()->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+SPELL_SCHOOL_SHADOW) * spFactor);
if (unitTarget && (int32(unitTarget->GetHealth()) > damage)) if (unitTarget && (int32(unitTarget->GetHealth()) > damage))
{ {