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Posted

What bug does the patch fix? What features does the patch add?

Let damage break spell 51514 and similar effects, as expected.

For which repository revision was the patch created?

7795+

Is there a thread in the bug report section or at lighthouse?

If yes, please add a link to the thread.

http://getmangos.eu/community/viewtopic.php?id=7833

Who has been writing this patch?

Me

http://github.com/dragonshard/mangos/commit/fec673c38f4888c64170cabe96dbd7f6523838d9

Note:

This patch also fix the bug (no idea if it was report, sorry) that some transform auras were removed if you take damage when you're confused by a 3rd part spell.

Example: Use Orb of Deception, cast on youself spells like blind or similar, and take damage. Yuo're instantly demorphed.

@Devs:

One more thing. It's right that at level 80 (watching at the formulas in Unit::RemoveSpellbyDamageTaken) you have to do only 1850+ damage to break a spell effect or it should be reviewed?

  • 39 years later...
Posted

Actually it has a chance this way... RemoveSpellbyDamageTaken doesn't remove directly but rolls a chance to remove the aura.

That's why you have to pass the damage as a parameter.

  • 4 weeks later...
Posted

How can i apply this patch using git.

Am trying to use

git pull git://github.com/dragonshard/mangos.git fec673c38f4888c64170cabe96dbd7f6523838d9

since i can't find the correct format.

Posted
How can i apply this patch using git.

Am trying to use

git pull git://github.com/dragonshard/mangos.git fec673c38f4888c64170cabe96dbd7f6523838d9

since i can't find the correct format.

You should use git cherry-pick <hash> to take a single commit from a repository ;)

  • 4 months later...
Posted

That patch make shadow priest's spell "Dispersion" to be removed with chance when someone attacks you

Fixed

diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 23c0cac..5733001 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -749,9 +749,15 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
                ((Creature*)pVictim)->AI()->AttackedBy(this);
        }

-        // polymorphed and other negative transformed cases
-        if(pVictim->getTransForm() && pVictim->hasUnitState(UNIT_STAT_CONFUSED))
-            pVictim->RemoveAurasDueToSpell(pVictim->getTransForm());
+        // polymorphed, hex and other negative transformed cases
+        uint32 morphspell = pVictim->getTransForm();
+        if(morphspell && !IsPositiveSpell(morphspell))
+        {
+            if (IsSpellHaveAura(sSpellStore.LookupEntry(morphspell), SPELL_AURA_MOD_CONFUSE))
+                pVictim->RemoveAurasDueToSpell(morphspell);
+            else if (IsSpellHaveAura(sSpellStore.LookupEntry(morphspell), SPELL_AURA_MOD_PACIFY_SILENCE))
+                pVictim->RemoveSpellbyDamageTaken(SPELL_AURA_MOD_PACIFY_SILENCE, damage);
+        }

        if(damagetype == DIRECT_DAMAGE || damagetype == SPELL_DIRECT_DAMAGE)
        {

Posted
On offy Hex is not removed instantly after receiving damage, but when you receive at least 25% of max health as damage.

got an official info on that? formulas? etc.

I've been looking for that since a long time, the correct way on how hex should get removed

Posted

I'd enjoy seeing some progress on this. As it is I don't even use hex at all since it only morphs, it doesn't actually keep the target from attacking me. It just follows me around as a pissed off frog.:huh:

Posted
only morphs, it doesn't actually keep the target from attacking me.

diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp
index 3bf098f..9210653 100644
--- a/src/game/SpellAuras.cpp
+++ b/src/game/SpellAuras.cpp
@@ -5920,9 +5920,6 @@ void Aura::HandleAuraUntrackable(bool apply, bool /*Real*/)

void Aura::HandleAuraModPacify(bool apply, bool /*Real*/)
{
-    if(m_target->GetTypeId() != TYPEID_PLAYER)
-        return;
-
    if(apply)
        m_target->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED);
    else

Posted

It doesn't work like blizz.

You musst attack the player first, than the hex open after the next attack. But if you cast hex bevor you attack the player, it doesn't open by an attack.

I have test it with 8809 vehicle patch, dual tal and vellum fix.

Greets Haruzept

  • 2 weeks later...
  • 2 weeks later...
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