I was looking through the code after noticing slow spells were broken, and noticed that not only did slow spells not work, but they also
hasted the mob they were cast on.
In spells.cpp line 1932 change:
Code:
case SE_AttackSpeed: {
if (spells[spell_id].goodEffect==0)
this->SetHaste(100 -
(int)CalcSpellValue(spells[spell_id].formula[i],
spells[spell_id].base[i],
spells[spell_id].max[i],
caster_level, spell_id));
To:
Code:
case SE_AttackSpeed: {
if (spells[spell_id].goodEffect==0)
this->SetHaste(0 -
(int)CalcSpellValue(spells[spell_id].formula[i],
spells[spell_id].base[i],
spells[spell_id].max[i],
caster_level, spell_id));
This seems to fix it so slow spells work...and no more hasting the mobs for 25% when a shaman casts Turgur's Insects on it.
