Core/Spells: Apply spell modifiers multiple times to each cast, based on number of matched SpellFamilyFlags bits

Port From (https://github.com/TrinityCore/TrinityCore/commit/dfcd41abefec371e6af9db7db92c1dd55aa701ff)
This commit is contained in:
Hondacrx
2025-08-10 12:25:45 -04:00
parent 37e7d86a2c
commit 31d42fa21f
3 changed files with 46 additions and 33 deletions
+1 -1
View File
@@ -493,7 +493,7 @@ namespace Game.Spells
// only passive and permament auras-active auras should have amount set on spellcast and not be affected
// if aura is cast by others, it will not be affected
if ((!aura.IsPassive() && !aura.IsPermanent() && !GetSpellInfo().IsUpdatingTemporaryAuraValuesBySpellMod())
|| aura.GetCasterGUID() != guid || !aura.GetSpellInfo().IsAffectedBySpellMod(m_spellmod))
|| aura.GetCasterGUID() != guid || !aura.GetSpellInfo().IsAffectedBySpellMods() || aura.GetSpellInfo().IsAffectedBySpellMod(m_spellmod) == 0)
continue;
if (recalculateEffectIndex.HasValue)