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[patch]delayed rune convert


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this should fix Blood of the North/Reaping/Death Rune Mastery

patchOUTDATED:

http://paste2.org/p/508801

for 10011

http://paste2.org/p/859331

sql:

-- (54639) Blood of the North (Rank 1)
DELETE FROM `spell_proc_event` WHERE `entry` IN (54639);
INSERT INTO `spell_proc_event` VALUES
(54639, 0x00, 15, 0x00400000, 0x00010000, 0x00000000, 0x00010010, 0x00000000, 0.000000, 0.000000, 0);

-- (49467) Death Rune Mastery ()
DELETE FROM `spell_proc_event` WHERE `entry` IN (49467);
INSERT INTO `spell_proc_event` VALUES
(49467, 0x00, 15, 0x00000010, 0x00020000, 0x00000000, 0x00010010, 0x00000000, 0.000000, 0.000000, 0);

-- (49208) Reaping (Rank 1)
DELETE FROM `spell_proc_event` WHERE `entry` IN (49208);
INSERT INTO `spell_proc_event` VALUES
(49208, 0x00, 15, 0x00400000, 0x00010000, 0x00000000, 0x00010010, 0x00000000, 0.000000, 0.000000, 0);

posted here because it has few unsolved issues:

1)what to do with aura ticks because it is periodic and idk why it is needed to be like that - maybe to convert unused runes after some time back to their original state

2)from where to get which rune type need to be converted since spell itself doesn't have any mention of it in basepoints or misc

3)same as 2 but regarding to what rune type the convert must be done

4)on some forums it was said that if you have both of these talents they shouldn't proc one right after other - maybe use cooldown?

so currently periodic ticks are not handled and rune types are hard coded(this will work as long as runes delayed convert is used from any type to death rune)..btw there is sometimes delay between rune activation and rune convert - i think it is because client rune cooldown is not always in sync with server rune cooldown...

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  • 2 months later...

in [9243] i apply some fixes to Aura::HandleAuraConvertRune work that implement proper original runer select for convertion and proper select reune for restore...

So i not see that we need suggested in parch masks and etc... Possible need just move handler code to function ConvertRune(from,to,apply) and use it at triggering with 'true'

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  • 1 month later...

forgot this :

diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index ccee667..d9a7911 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -12950,6 +12950,7 @@ void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag
            case SPELL_AURA_OBS_MOD_MANA:
            case SPELL_AURA_MOD_STUN:
            case SPELL_AURA_ADD_PCT_MODIFIER:
+            case SPELL_AURA_PERIODIC_DUMMY:
            case SPELL_AURA_DUMMY:
            {
                sLog.outDebug("ProcDamageAndSpell: casting spell id %u (triggered by %s dummy aura of spell %u)", spellInfo->Id,(isVictim?"a victim's":"an attacker's"), triggeredByAura->GetId());

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