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[8972] Some hacks to our hackish IsPositiveEffect function.
In attempt improve positive spells detection.
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fe12e08f08
commit
53680ec3b6
2 changed files with 7 additions and 3 deletions
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@ -483,7 +483,7 @@ bool IsPositiveEffect(uint32 spellId, uint32 effIndex)
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break;
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}
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} break;
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case SPELL_AURA_MOD_DAMAGE_DONE: // dependent from bas point sign (negative -> negative)
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case SPELL_AURA_MOD_DAMAGE_DONE: // dependent from base point sign (negative -> negative)
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case SPELL_AURA_MOD_STAT:
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case SPELL_AURA_MOD_SKILL:
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case SPELL_AURA_MOD_HEALING_PCT:
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@ -496,8 +496,10 @@ bool IsPositiveEffect(uint32 spellId, uint32 effIndex)
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return false;
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break;
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case SPELL_AURA_MOD_SPELL_CRIT_CHANCE:
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case SPELL_AURA_MOD_INCREASE_HEALTH_PERCENT:
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case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE:
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if(spellproto->CalculateSimpleValue(effIndex) > 0)
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return true; // some expected positive spells have SPELL_ATTR_EX_NEGATIVE
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return true; // some expected positive spells have SPELL_ATTR_EX_NEGATIVE or unclear target modes
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break;
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case SPELL_AURA_ADD_TARGET_TRIGGER:
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return true;
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@ -573,6 +575,8 @@ bool IsPositiveEffect(uint32 spellId, uint32 effIndex)
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// some spells negative
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switch(spellproto->Id)
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{
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case 802: // Mutate Bug, wrongly negative by target modes
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return true;
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case 36900: // Soul Split: Evil!
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case 36901: // Soul Split: Good
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case 36893: // Transporter Malfunction (decrease size case)
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