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fix(Scripts/ICC): Blood Queen Lana'thel allowing multiple Vampiric Bite targets due to missing difficulty-based aura checks#25349

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fix(Scripts/ICC): Blood Queen Lana'thel allowing multiple Vampiric Bite targets due to missing difficulty-based aura checks#25349
EricksOliveira wants to merge 2 commits intoazerothcore:masterfrom
EricksOliveira:vampireAuras

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Players can be affected by Vampiric Bite multiple times during the Blood Queen Lana'thel encounter, especially in heroic difficulties.
This happens because the current IsVampire() check only validates auras from a single difficulty, ignoring other difficulty-specific spell IDs.

Changes Proposed:

This PR proposes changes to:

  • Core (units, players, creatures, game systems).
  • Scripts (bosses, spell scripts, creature scripts).
  • Database (SAI, creatures, etc).

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@github-actions github-actions Bot added Script Refers to C++ Scripts for the Core file-cpp Used to trigger the matrix build labels Apr 2, 2026
uint8 difficulty = unit->GetMap()->GetSpawnMode();

for (uint8 i = 0; i < 3; ++i)
if (unit->HasAura(vampireAuras[i][difficulty]))
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@sudlud sudlud Apr 2, 2026

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I would say theres a function like hasAnyAura(..) taking multiple spell ids, also if these have entries in spell difficulty, the core probably automatically handles the different spell ids depending on raid difficulty

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Pull request overview

Fixes Blood Queen Lana'thel’s “double bite” targeting issue by ensuring vampire-state detection accounts for raid difficulty-specific aura spell IDs, preventing players (especially in heroic modes) from being considered valid bite targets after already being bitten.

Changes:

  • Added a difficulty-indexed lookup table for the relevant “vampire” auras.
  • Updated IsVampire() to check the correct aura IDs based on Map::GetSpawnMode().

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Comment on lines +84 to +97
static uint32 const vampireAuras[3][4] =
{
{70867, 71473, 71532, 71533},
{70879, 71525, 71530, 71531},
{70877, 71474, 70877, 71474},
};

bool IsVampire(Unit const* unit)
{
if (unit->HasAnyAuras(SPELL_ESSENCE_OF_BLOOD_QUEEN, SPELL_ESSENCE_OF_THE_BLOOD_QUEEN_PLR, SPELL_FRENZIED_BLOODTHIRST))
return true;
uint8 difficulty = unit->GetMap()->GetSpawnMode();

for (uint8 i = 0; i < 3; ++i)
if (unit->HasAura(vampireAuras[i][difficulty]))
return true;
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IsVampire() now hardcodes a difficulty→spell mapping (vampireAuras) that duplicates the existing difficulty-resolution logic already used elsewhere in this script (e.g. sSpellMgr->GetSpellIdForDifficulty(SPELL_FRENZIED_BLOODTHIRST, ...)) and the DB-driven spelldifficulty_dbc entries (see data/sql/archive/db_world/2024_12_28_00.sql). This creates a second source of truth that can drift if spelldifficulty_dbc is updated.

Consider replacing vampireAuras with calls to sSpellMgr->GetSpellIdForDifficulty() for the 3 base spell IDs (Essence of Blood Queen / Essence of the Blood Queen (plr) / Frenzied Bloodthirst), and/or iterating difficulty using MAX_DIFFICULTY/Difficulty enums instead of hardcoding array sizes.

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@EricksOliveira EricksOliveira requested a review from sudlud April 4, 2026 12:32
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[ICC] Blood-Queen Lana'thel Fight error

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