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stfx

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Posts posted by stfx

  1. Hm if you want I could add a map yell chat-type but this is not really related to this patch and I also did not find any example of a map yell as each instance has only one zone (atleast in TBC and I think in WotLK as well)

    EDIT:

    Added correct way to send sound for CHAT_TYPE_WHISPER and CHAT_TYPE_BOSS_WHISPER (only used for not yet scripted Yogg Saron according to sd2 script_texts)

    Also fixed param mismatch :)

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

    This patch fixes sending custom gameobject animation of gameobjects which have a time_to_restore = 0. Spoken with NoFantasy (author of original code) and he agrees as long as it doesnt cause side effects.

    For which repository revision was the patch created?

    [11811]

    Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

    no

    Who has been writing this patch? Please include either forum user names or email addresses.

    Me

    Patch: https://gist.github.com/1246280

    Query to get the affected gameobjects:

    SELECT entry, name, position_x, position_y, position_z, map from gameobject JOIN gameobject_template ON (gameobject.id = gameobject_template.entry) WHERE gameobject_template.type=10 AND gameobject_template.data4=1 AND gameobject_template.data3=0;
    

    EDIT: According to Schmoozerd there are exactly the same GOs in wotlk db as well so it seems like it doesnt cause any side effects.

    EDIT 2: Test results: http://pastebin.com/FVPXdAP3

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

    This patch fixes yell to zone (type=6) for scripts. Also it adds zoneId parameter to MonsterYellToMap to restrict it to a map.

    The first part is needed to fix zone yells like the one from Mr. Smite in deadmines. That second part is needed for world bosses like: http://www.wowhead.com/npc=18728 which yell only in zone (in this case Hellfire Peninsula)

    For which repository revision was the patch created?

    [11811]

    Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

    no

    Who has been writing this patch? Please include either forum user names or email addresses.

    Me

    Here is the patch for core: https://gist.github.com/1245187

    Path for sd2: https://gist.github.com/1245190

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

    Re-add Deep Wounds code which was removed in the process of backporting the spell proc system in https://github.com/mangos-one/server/commit/5a793dad31ac7d858de030996c3afd444ef928c1

    For which repository revision was the patch created?

    s1333 (mangos-one)

    Who has been writing this patch? Please include either forum user names or email addresses.

    Me

    http://pastebin.com/2MZSLWSK

    Quote from commit msg: "Possible some early backported commits to mangos-0.12 including lost (not applied because related code not has been backported yet)"

    Well I guess this was one of them as it was moved to Unit.cpp in https://github.com/mangos-one/server/commit/d8c22dc17d (even though there have been 5months between those)

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

    Fixes a few possible typos which could have happened when backporting.

    For which repository revision was the patch created?

    s1333 (mangos-one)

    Who has been writing this patch? Please include either forum user names or email addresses.

    Me

    http://pastebin.com/M4BeNcac

    I am pretty sure that the if (!target || (target != this && !target->isAlive())) change is correct but not sure about the inverted SPELL_AURA_PROC_FAILED and SPELL_AURA_PROC_OK. The first changed chunk could also be applied to mangos zero if its correct.

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

    Fixes Anger Management generating rage out of combat. It should only generate rage while being in combat.

    Based on tooltip and http://www.wowwiki.com/Anger_Management ... "The difference between the two is that Berserker Rage can generate rage out of combat as well."

    For which repository revision was the patch created?

    [11369]

    Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

    No.

    Who has been writing this patch? Please include either forum user names or email addresses.

    I only ported it to mangos. Original one is from lukaasm - http://code.google.com/p/oregoncore/source/detail?r=3a96765eb55d

    6cd3106f52f5b2530dcdf8bd3a7d9f11ad6e17eb
    diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp
    index 6727fae..0d2fb26 100644
    --- a/src/game/SpellAuras.cpp
    +++ b/src/game/SpellAuras.cpp
    @@ -7383,7 +7383,7 @@ void Aura::PeriodicTick()
                // Anger Management
                // amount = 1+ 16 = 17 = 3,4*5 = 10,2*5/3
                // so 17 is rounded amount for 5 sec tick grow ~ 1 range grow in 3 sec
    -            if(pt == POWER_RAGE)
    +            if (pt == POWER_RAGE && target->isInCombat())
                    target->ModifyPower(pt, m_modifier.m_amount * 3 / 5);
                break;
            }
    

    PS: While you are at it you might also fix the coding style in the lines above this change ... like spaces around if and brackets

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

    Implements dummy effect for spell 14537 used by item 7734

    For which repository revision was the patch created?

    [11369]

    Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

    No.

    Who has been writing this patch? Please include either forum user names or email addresses.

    me but similar patches already exist in some places

    diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp
    index 322df49..203ffda 100644
    --- a/src/game/SpellEffects.cpp
    +++ b/src/game/SpellEffects.cpp
    @@ -887,6 +887,47 @@ void Spell::EffectDummy(SpellEffectIndex eff_idx)
                        }
                        return;
                    }
    +                case 14537:                                 // Six Demon Bag
    +                {
    +                    if (!unitTarget)
    +                        return;
    +
    +                    uint32 ClearSpellId[6] =
    +                    { 
    +                        15662,   // Fireball
    +                        11538,   // Frostball
    +                        21179,   // Chain Lightning
    +                        14621,   // Polymorph
    +                        25189,   // Enveloping Winds
    +                        14642    // Summon Felhund minion
    +                    };
    +
    +                    Unit* newTarget = unitTarget;
    +                    uint32 spell_id = 0;
    +                    uint32 roll = urand(0, 99);
    +                    if (roll < 25)                      // Fireball (25% chance)
    +                        spell_id = ClearSpellId[0];
    +                    else if (roll < 50)                 // Frostball (25% chance)
    +                        spell_id = ClearSpellId[1];
    +                    else if (roll < 70)                 // Chain Lighting (20% chance)
    +                        spell_id = ClearSpellId[2];
    +                    else if (roll < 80)                 // Polymorph (10% chance)
    +                    {
    +                        spell_id = ClearSpellId[3];
    +                        if (urand(0, 9) < 3)            // 30% chance to self-cast
    +                            newTarget = m_caster;
    +                    } 
    +                    else if (roll < 95)                 // Enveloping Winds (15% chance)
    +                        spell_id = ClearSpellId[4];
    +                    else                                // Summon Felhund minion (5% chance)
    +                    {
    +                        spell_id = ClearSpellId[5];
    +                        newTarget = m_caster;
    +                    }
    +
    +                    m_caster->CastSpell(newTarget, spell_id, true, NULL);
    +                    return;
    +                }
                    case 15998:                                 // Capture Worg Pup
                    case 29435:                                 // Capture Female Kaliri Hatchling
                    {
    

    EDIT: Updated based on Schmoozerd's post. Thanks :)

    EDIT2: for polymorph self cast you could also use the following to prevent the need to roll again

    +                        if (roll < 73)                  // 30% chance to self-cast

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

    Implements Script Dummy Effect for spell 38358 which should be used in scriptdev2 by Fathom-Guard Caribdis

    Scriptdev2 currently uses the spell which is casted by 38358 which might be wrong :)

    For which repository revision was the patch created?

    [11369]

    Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

    No.

    Who has been writing this patch? Please include either forum user names or email addresses.

    me but actually taken from megamage with proper formatting - https://github.com/TrinityCore/TrinityCore/commit/9676c5eddf8aee8665e3faa3918492aeaf816a8d

    diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp
    index 9f14747..322df49 100644
    --- a/src/game/SpellEffects.cpp
    +++ b/src/game/SpellEffects.cpp
    @@ -6339,6 +6339,14 @@ void Spell::EffectScriptEffect(SpellEffectIndex eff_idx)
    
                        break;
                    }
    +                case 38358:                                 // Tidal Surge
    +                {
    +                    if (!unitTarget)
    +                        return;
    +
    +                    unitTarget->CastSpell(unitTarget, 38353, true, NULL, NULL, m_caster->GetObjectGuid());
    +                    return;
    +                }
                    case 30918:                                 // Improved Sprint
                    {
                        if (!unitTarget)
    

    EDIT: Use correct way to cast spell pointed out by Schmoozerd. Thanks

  9. especially noticeable in bg (you can mount in the towers in av or the flagroom of ws).

    Just lol, THIS is case not prove. Just look in this point up and you will see sky. this is OUTDOOR, in different gates paths.

    So please not refer to this case.

    Well but it was like that on retail 2.4.3 (played lots of bgs there).

    If you want some video proofs:

    EDIT: same for alliance: http://www.youtube.com/watch?v=KZOU0AqK3pc

    @ the beginning shows that all players are running just a bit further than the ramp to mount up because they could not mount up on it.

    with flag 0x8008 you can mount there because it has mogpFlag 2057 (100000001001) ... funnily its the same flag as the problem mns pointed out which leads me to the outland 0x8 approach

    currently it works like that (which is wrong): http://i54.tinypic.com/263c2kp.jpg

    this leads to problem that players can already mount before the bg started. Its the same for warsong flagroom with check 0x8008 you can already mount in the flagroom before the game started which was not like that on retail.

    trying to find more examples

  10. Alright its true that it does not work in that place. But reverting my change breaks some areas which should be indoor - especially noticeable in bg (you can mount in the towers in av or the flagroom of ws).

    After some tests it seems that checking for 0x8 should only be done in outland? (flyable zones).

    Reason for this could be that 0x8 marks places which are physically outdoor. That means you can see the sky in those places. In outland (flyable zone) you can use your mount everywhere where you can see the sky. In azeroth however that is not the always the case.

    Mns did you find any problematic places somewhere except outland? Thanks

    EDIT: Better reasoning :)

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