Index: game/Unit.cpp =================================================================== --- game/Unit.cpp (revision 5407) +++ game/Unit.cpp (working copy) @@ -6519,7 +6519,15 @@ if(!Channeled) DotFactor = DotDuration / 15000.0f; int x = 0; for(int j = 0; j < 3; j++) - if(spellProto->Effect[j] == 6) x = j; + { + if(spellProto->Effect[j] == SPELL_EFFECT_APPLY_AURA && + (spellProto->EffectApplyAuraName[j] == SPELL_AURA_PERIODIC_DAMAGE || + spellProto->EffectApplyAuraName[j] == SPELL_AURA_PERIODIC_LEECH) ) + { + x = j; + break; + } + } int DotTicks = 6; if(spellProto->EffectAmplitude[x] != 0) DotTicks = DotDuration / spellProto->EffectAmplitude[x]; @@ -6692,9 +6700,9 @@ float wspeed = GetAttackTime(BASE_ATTACK)/1000; if( item && item->GetProto()->InventoryType == INVTYPE_2HWEAPON) - CastingTime = (uint32)wspeed*3500*0.102f; + CastingTime = uint32(wspeed*3500*0.102f); else - CastingTime = (uint32)wspeed*3500*0.098f; + CastingTime = uint32(wspeed*3500*0.098f); } // Judgement of Righteousness - 73% else if ((spellProto->SpellFamilyFlags & 1024) && spellProto->SpellIconID == 25) @@ -6704,7 +6712,7 @@ // Seal of Vengeance - 17% per Fully Stacked Tick - 5 Applications else if ((spellProto->SpellFamilyFlags & 0x80000000000LL) && spellProto->SpellIconID == 2040) { - DotFactor = 0.136; + DotFactor = 0.17f; CastingTime = 3500; } // Holy shield - 5% of Holy Damage @@ -6980,9 +6988,10 @@ int32 AdvertisedBenefit = SpellBaseHealingBonus(1<School); uint32 CastingTime = GetSpellCastTime(sCastTimesStore.LookupEntry(spellProto->CastingTimeIndex)); + bool Channeled = IsChanneledSpell(spellProto); if (CastingTime > 7000) CastingTime = 7000; if (CastingTime < 1500) CastingTime = 1500; - if (spellProto->Effect[0] == SPELL_EFFECT_APPLY_AURA) CastingTime = 3500; + if (spellProto->Effect[0] == SPELL_EFFECT_APPLY_AURA && !Channeled) CastingTime = 3500; // Healing Taken AdvertisedBenefit += SpellBaseHealingBonusForVictim(1<School, pVictim); @@ -7015,10 +7024,18 @@ { // 200% limit if(DotDuration > 30000) DotDuration = 30000; - DotFactor = DotDuration / 15000.0f; + if(!Channeled)DotFactor = DotDuration / 15000.0f; int x = 0; for(int j = 0; j < 3; j++) - if(spellProto->Effect[j] == 6) x = j; + { + if(spellProto->Effect[j] == SPELL_EFFECT_APPLY_AURA && + (spellProto->EffectApplyAuraName[j] == SPELL_AURA_PERIODIC_HEAL || + spellProto->EffectApplyAuraName[j] == SPELL_AURA_PERIODIC_LEECH) ) + { + x = j; + break; + } + } int DotTicks = 6; if(spellProto->EffectAmplitude[x] != 0) DotTicks = DotDuration / spellProto->EffectAmplitude[x]; @@ -7045,6 +7062,9 @@ // Lifebloom final heal if (spellProto->SpellFamilyFlags & 0x1000000000LL && damagetype != DOT) CastingTime = 1500; + // Tranquilitiy triggered spell + if (spellProto->SpellFamilyFlags & 0x80LL) + CastingTime = 500; break; case SPELLFAMILY_WARRIOR: case SPELLFAMILY_HUNTER: