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Posted

First part:

Just a cleanup. We don't need to allow trap effects explicitely to trigger, because they are not triggered by an aura (see a bit above in the code^^).

Sencond part:

The family flags of "immolation trap effect" and "explosive trap effect" have changed some client versions ago. Before they both had 0x4 in the first flag (and explosive trap still has it, while it was removed for immolation trap). Now they have different flags (both in the 3rd one). I also took for explosive trap the new one (both are unique so it does not matter in the end).

Frost trap has a completely different maechanic: The spell that is casted triggers the real effect (the pa aura), but in addition has an own familyflag, which we should take now. A nice side effect of this is, that procs like "Entrapment" and "Lock and Load" on frost trap activation are realizable without hacks than (this spell provides a unit target and thus can trigger):-)

From 4b549ea7f986a6ddc30cd0ed345642b36027a85a Mon Sep 17 00:00:00 2001
From: pasdVn <[email protected]>
Date: Sat, 13 Mar 2010 17:38:19 +0100
Subject: [PATCH] Updatet some procflag settings.

* cleanup, trap effects don't need explicitly be allowed to trigger
* update for PROC_FLAG_ON_TRAP_ACTIVATION
---
src/game/Spell.cpp |    9 ++++-----
1 files changed, 4 insertions(+), 5 deletions(-)

diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp
index c7bd5cb..3682b66 100644
--- a/src/game/Spell.cpp
+++ b/src/game/Spell.cpp
@@ -719,8 +719,7 @@ void Spell::PrepareDataForTriggerSystem()
                break;
            case SPELLFAMILY_HUNTER:
                // Hunter Rapid Killing/Explosive Trap Effect/Immolation Trap Effect/Frost Trap Aura/Snake Trap Effect/Explosive Shot
-                if ((m_spellInfo->SpellFamilyFlags & UI64LIT(0x0100200000000214)) ||
-                    m_spellInfo->SpellFamilyFlags2 & 0x200)
+                if ((m_spellInfo->SpellFamilyFlags & UI64LIT(0x0100000000000000)) || m_spellInfo->SpellFamilyFlags2 & 0x200)
                    m_canTrigger = true;
                break;
            case SPELLFAMILY_PALADIN:
@@ -771,9 +770,9 @@ void Spell::PrepareDataForTriggerSystem()
            }
            break;
    }
-    // Hunter traps spells (for Entrapment trigger)
-    // Gives your Immolation Trap, Frost Trap, Explosive Trap, and Snake Trap ....
-    if (m_spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER && (m_spellInfo->SpellFamilyFlags & UI64LIT(0x000020000000001C)))
+    // Hunter traps spells: Immolation Trap Effect, Frost Trap (triggering spell!!),
+    // Freezing Trap Effect(+ Freezing Arrow Effect), Explosive Trap Effect, Snake Trap Effect
+    if (m_spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER && (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000200000002008) || m_spellInfo->SpellFamilyFlags2 & 0x00064000))
        m_procAttacker |= PROC_FLAG_ON_TRAP_ACTIVATION;
}

-- 
1.6.5.1.1367.gcd48

  • 7 months later...
Posted
if (m_spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER && (UI64LIT(0x0000200000002008) || m_spellInfo->SpellFamilyFlags2 & 0x00064000))

Sorry, but what is the point of the highlighted part? Is this not the same as:

if (m_spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER && (true || m_spellInfo->SpellFamilyFlags2 & 0x00064000))

  • 3 months later...
  • 6 months later...
  • 3 weeks later...
Posted
This is not the intention of this fix. It is just a generic fix, out of the interpretation of this proc flag. I will allow to fix L'n'L and entrapment in a very clean way.

(If you want L'n'l working try http://github.com/pasdVn/mangos/commit/3808945a9c1a28f58d92d0653676a8d7089939c3 and http://github.com/orangevirus/mangos/blob/master/sql/custom/059_01_mangos_spell_proc_event_%28pasdVn%29.sql)

the link of sql is down.

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