Trinitycore: Core/Spells: Four Horseman debuffs not negative

Created on 6 May 2019  路  8Comments  路  Source: TrinityCore/TrinityCore

Description:
At fight with the four horseman boss in naxxramas you can just click the debuff away given from the boss.

Expected behaviour:
debuffs should not be removed by right click it

Steps to reproduce the problem:
Go to Naxxramas and start fight with the four horseman.
After the debuff is active right click it.

Branch:
3.3.5
TC rev. hash/commit:
00e98a3
(3.3.5 branch) (Win64, RelWithDebInfo, Static)

Branch-3.3.5a Comp-Core Feedback-PatchFix Sub-Spells

Most helpful comment

diff --git a/src/server/game/Spells/SpellInfo.cpp b/src/server/game/Spells/SpellInfo.cpp
index 6d45d7cf1e..0dcad239f7 100644
--- a/src/server/game/Spells/SpellInfo.cpp
+++ b/src/server/game/Spells/SpellInfo.cpp
@@ -3710,6 +3710,7 @@ bool _isPositiveEffectImpl(SpellInfo const* spellInfo, uint8 effIndex, std::unor
             case SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_DAMAGE:
             case SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_DAMAGE:
             case SPELL_AURA_MOD_ATTACKER_SPELL_AND_WEAPON_CRIT_CHANCE:
+            case SPELL_AURA_DUMMY:
                 // have positive and negative spells, check target
                 if (!_isPositiveTarget(spellInfo, effIndex))
                     return false;

Probably something along those lines should fix the issue? Dummy auras can be negative as well, depends on target type

edit: Wasn't tested, just an educated guess

All 8 comments

could you include the name of the debuff and maybe the spell id ?

spell=28834/mark-of-rivendare
spell=28832/mark-of-korthazz
spell=28833/mark-of-blaumeux
spell=28835/mark-of-zeliek

diff --git a/src/server/game/Spells/SpellInfo.cpp b/src/server/game/Spells/SpellInfo.cpp
index 6d45d7cf1e..0dcad239f7 100644
--- a/src/server/game/Spells/SpellInfo.cpp
+++ b/src/server/game/Spells/SpellInfo.cpp
@@ -3710,6 +3710,7 @@ bool _isPositiveEffectImpl(SpellInfo const* spellInfo, uint8 effIndex, std::unor
             case SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_DAMAGE:
             case SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_DAMAGE:
             case SPELL_AURA_MOD_ATTACKER_SPELL_AND_WEAPON_CRIT_CHANCE:
+            case SPELL_AURA_DUMMY:
                 // have positive and negative spells, check target
                 if (!_isPositiveTarget(spellInfo, effIndex))
                     return false;

Probably something along those lines should fix the issue? Dummy auras can be negative as well, depends on target type

edit: Wasn't tested, just an educated guess

Riztazz solution looks correct to me.

I agree ;)

Tested and works. Thank you :)
00e98a3
(3.3.5 branch) (Win64, RelWithDebInfo, Static)

PR it so we can discuss there and keep track of the change

Feel free to PR it, i'm currently moving and will be on phone only for some time

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