rendered paste bodyIndex: src/game/SpellAuras.cpp===================================================================--- src/game/SpellAuras.cpp (revision 5483)+++ src/game/SpellAuras.cpp (working copy)@@ -3457,6 +3457,12 @@ return; } + //save current and max HP and MP before applying aura+ uint32 curHPValue = m_target->GetHealth();+ uint32 maxHPValue = m_target->GetMaxHealth();+ uint32 curMPValue = m_target->GetPower(POWER_MANA);+ uint32 maxMPValue = m_target->GetMaxPower(POWER_MANA);+ for (int32 i = STAT_STRENGTH; i < MAX_STATS; i++) { if(m_modifier.m_miscvalue == i || m_modifier.m_miscvalue == -1)@@ -3469,6 +3475,20 @@ } } }+ + //recalculate current HP/MP after applying aura modifications+ if ((m_modifier.m_miscvalue == STAT_STAMINA || m_modifier.m_miscvalue == -1) && (maxHPValue > 0) && (m_target->GetTypeId() == TYPEID_PLAYER))+ {+ // newHP = (curHP / maxHP) * newMaxHP = (newMaxHP * curHP) / maxHP -> which is better because no int -> double -> int conversion is needed+ uint32 newHPValue = (m_target->GetMaxHealth() * curHPValue) / maxHPValue;+ m_target->SetHealth(newHPValue);+ }+ if ((m_modifier.m_miscvalue == STAT_INTELLECT || m_modifier.m_miscvalue == -1) && (maxMPValue > 0) && (m_target->GetTypeId() == TYPEID_PLAYER))+ {+ uint32 newMPValue = (m_target->GetMaxPower(POWER_MANA) * curMPValue) / maxMPValue;+ m_target->SetPower(POWER_MANA, newMPValue);+ }+ } void Aura::HandleAuraModResistenceOfIntellectPercent(bool apply, bool Real)