From d953548ad4effcbbe2dfe58520df5f7a3ae9defe Mon Sep 17 00:00:00 2001 From: hondacrx Date: Wed, 4 May 2022 09:44:37 -0400 Subject: [PATCH] Core/Spells: Do not reset periodic timer for stacking DoTs on recast Port From (https://github.com/TrinityCore/TrinityCore/commit/c42470ffb70ddf90ce0d3f447c0e57548be17192) --- Source/Game/Spells/Spell.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Game/Spells/Spell.cs b/Source/Game/Spells/Spell.cs index bc1d4f954..38bca9a5b 100644 --- a/Source/Game/Spells/Spell.cs +++ b/Source/Game/Spells/Spell.cs @@ -2138,7 +2138,7 @@ namespace Game.Spells // delayed spells with multiple targets need to create a new aura object, otherwise we'll access a deleted aura if (hitInfo.HitAura == null) { - bool resetPeriodicTimer = !_triggeredCastFlags.HasFlag(TriggerCastFlags.DontResetPeriodicTimer); + bool resetPeriodicTimer = (m_spellInfo.StackAmount < 2) && !_triggeredCastFlags.HasFlag(TriggerCastFlags.DontResetPeriodicTimer); uint allAuraEffectMask = Aura.BuildEffectMaskForOwner(m_spellInfo, SpellConst.MaxEffectMask, unit); AuraCreateInfo createInfo = new(m_castId, m_spellInfo, GetCastDifficulty(), allAuraEffectMask, unit);