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Tassader2

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Everything posted by Tassader2

  1. Look here http://dev.trinitycore.org/trinitycore2/changeset/53ce3398deff/ They call it SPELL_AURA_ABILITY_IGNORE_AURASTATE and this effect is used by talents Warbringer and Juggernaut (it allows charge to be used in combat)
  2. Hammer of weath gets AP+SP bonus from code and again from DB (at least used to - maybe DB part was removed in some recent patch) ... removing hardcoded bonus seems ok to me ;-)
  3. I thought that mirror image or snake trap summons GUARDIANS, not combat pets, so they should've been scriptable even before your patch, or? (according to comment - "// Allow scripting AI for normal creatures and not controlled pets (guardians and mini-pets)")
  4. if ( stat == STAT_STAMINA ) { - if(owner) + if(owner && owner->GetTypeId() == TYPEID_PLAYER && owner->getClass() == CLASS_WARLOCK) + value += float(owner->GetStat(stat)) * 0.75f; + else if (owner) value += float(owner->GetStat(stat)) * 0.3f; } Is that correct? wiki states that warlock pets get 0.3 stamina per 1 owner's stamina
  5. What if the spell applying dummy aura is reflected, resisted, redirected (grounding totem) or target is immune ?
  6. With this patch ... dash + 100% mount = 130% speed (instead of 200%) dash + travel form = 100% speed (instead of 140% or 161% with feral PvP set bonus) dash + caster form + speed enchant = 100% speed (instead of 108%) etc ...
  7. I am afraid, that check for pVictim->HasAuraType(SPELL_AURA_MOD_DECREASE_SPEED) wil not be sufficent: From patch 3.0.8 notes Torment the Weak: Now works with Arcane Blast and does bonus damage against targets afflicted with any type of slow (such as the combat slow from Thunder Clap).
  8. are you sure that the query UPDATE creature_template SET dmg_multiplier = 7.5 WHERE rank = 1 OR rank = 2 AND unit_class != 0; should be like this and not like UPDATE creature_template SET dmg_multiplier = 7.5 WHERE (rank = 1 OR rank = 2) AND unit_class != 0; ?
  9. updated v1 and v3 to [8107] (see first post) removed v2
  10. Fire/Frost ward coefficients were raised to 30% in 2.3.0 (as well as the coefficients of ice barrier or shadow ward). I strongly believe the were raised to 80% in 3.x (as well as the coefficient of ice barrier), but have no evidence for that :-(
  11. Nope, setting db entry to zero AP&SP contribution makes HoW doing the right amount of damage (15% AP & SP is already addec in code). (Note that damage displayed in tooltip changes accordingly to your gear!)
  12. Yes, that seems to be quite too much According to DrDamage addon, RoF should get 114.58 % for whole spell (about the same as mage's Blizzard), that's 28.645 % per tick.
  13. Well, I've just tested the patches (v1, v2 & v3) provided by me in the first post. Merge against 7690 was successfull and without any conflicts and all seems to work as intended (ie. as described in the first post). V2 and V3 are, however, no longer compatible with 0.12 branch. Of course it mey need more extensive testing, but that's why I've posted patch here. Any useful comments and suggestions are welcomed, but posts like 'not working' or 'any news?' ane not much useful I know I've promised further improvements, I kinda suspended work on that when other patches (arclite's ...) were posted here, but I will continue.
  14. Updated to [7616] Next time, I will remove "pach v.2", because I think it's obsolete
  15. Yes. And more or equally powerful buff overwrites less (or equelly) powerfull one. Casting less powerfull buff while more powerfull is active should fail (at least if it is single-target spell). Power of buffs may be determined by spell base level?
  16. Some poeople do have Undercity explored, because one revision (when switching to 2.3 patch or something like that) did mess player data blob and many areay players explored become unexplored and vice versa.
  17. Í suggest removing spell icon check once and forever
  18. Trouble is that mangos (incorrectly) calculates spell damage (including bonuses) when damage is dealt. Therefore of you remove arcane blast aura on spellcast, spells with travel time (a.barrage, a.missiles) will not benefit from it at all. If you remove aura on when spell deals damage, only first missile of arcane missiles spell will get the bonus. I think first damage calculation of spells need to be changed so all modifiers from caster are taken at spell cast.
  19. What bug does the patch fix? What features does the patch add? With this patch, spell miss wil be shown as miss, not resist. This was changed by offical patch 3.0.2 For which repository revision was the patch created? 7450 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, Tassader http://github.com/Tassader/mangos/tree/SpellResistMiss/
  20. What bug does the patch fix? What features does the patch add? This patch changes spell hit cap from 99% to 100%. This was changed in offical patch 3.0.2 For which repository revision was the patch created? 7450 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, Tassader http://github.com/Tassader/mangos/tree/SpellHitChance/
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