The_Game_Master
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Everything posted by The_Game_Master
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Same as in MeleeSpellMissChance topic, dosen't work as intended. Moob miss very very mutch on level 80.
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[fix] Unit::MeleeSpellMissChance
The_Game_Master replied to Auntie Mangos's topic in ... acceptedOld
Ok tested, broken preutty mutch the melee spell miss chance. Sry, need more work. -
Oh i forgot to mention the coeficients. Here http://www.wowwiki.com/Attack_power_coefficient or http://www.tankspot.com/forums/f200/41215-dk-attack-power-coefficients.html
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Well first of all that's a hack. And second i allready tryed. Don't work man. On 2k crit it gives 107/sec x 10 ticks. Way above 20%.
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This patch dosen't work as intended. It does 20% every tick instead of 20% total. For example is Death coil deals 500 damage then Unholy Blight deals 100 every tick. It sould deal 100 total and 10 every tick. (or how many ticks are in 10 seconds).
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Revision: 9110 Bug reference: None that i can remember. How it whould work: It should not beneficiate from spell power bonus. How does it work: It beneficiates from spell power bonus dooing the priest invincible. DELETE FROM spell_bonus_data WHERE entry = 56131; INSERT INTO spell_bonus_data (entry, direct_bonus, dot_bonus, ap_bonus, comments) VALUES ('56131', '0', '0', '0', 'Item - Glyph of Dispel Magic');
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"But still it will also need effect indexes, and lots of info from off." I think dbc fileds cover that. Might be unknown.
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[8990][Bug] Vampiric touch deals insane damage on dispell
The_Game_Master replied to a topic in OldBug reports
I managed to get 25k with 2500 spell power in shadow form. This really must be fixed. Unfortunetlly i can't find the source for it, since spell_bonus is allready 0. -
Try this. Author: Wowka32 From 4acaf39c91ebd0443a8dce97e330a25b0ce14f3f Mon Sep 17 00:00:00 2001 From: Wowka321 <[email protected]> Date: Sun, 27 Dec 2009 00:10:27 +0200 Subject: [PATCH] Attemt to fix instance reset --- src/game/InstanceSaveMgr.cpp | 15 ++++++++++----- 1 files changed, 10 insertions(+), 5 deletions(-) diff --git a/src/game/InstanceSaveMgr.cpp b/src/game/InstanceSaveMgr.cpp index 54f71b2..a18aeda 100644 --- a/src/game/InstanceSaveMgr.cpp +++ b/src/game/InstanceSaveMgr.cpp @@ -499,10 +499,12 @@ void InstanceSaveManager::LoadResetTimes() // schedule the global reset/warning uint8 type = 1; static int tim[4] = {3600, 900, 300, 60}; - for(; type < 4; type++) + for(type; type < 4; type++) if(t - tim[type-1] > now) break; + ScheduleReset(true, t - tim[type-1], InstResetEvent(type, mapid, difficulty, -1)); + for(ResetTimeMapDiffInstances::const_iterator in_itr = mapDiffResetInstances.lower_bound(map_diff_pair); in_itr != mapDiffResetInstances.upper_bound(map_diff_pair); ++in_itr) { @@ -607,7 +609,8 @@ void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, b if (!mapEntry->Instanceable()) return; - uint64 now = (uint64)time(NULL); + time_t now = time(NULL); + time_t today = (now / DAY) * DAY; if (!warn) { @@ -636,10 +639,12 @@ void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, b // calculate the next reset time uint32 diff = sWorld.getConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR; - uint32 period = mapDiff->resetTime * DAY; - uint64 next_reset = ((now + timeLeft + MINUTE) / DAY * DAY) + period + diff; + uint32 period = (mapDiff->resetTime / DAY * sWorld.getRate(RATE_INSTANCE_RESET_TIME)) * DAY; + time_t next_reset = today + period + diff; // update it in the DB - CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%d' AND difficulty = '%d'", next_reset, mapid, difficulty); + CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%d' AND difficulty = '%d'", (uint64)next_reset, mapid, difficulty); + SetResetTimeFor(mapid,difficulty,(uint64)next_reset); + ScheduleReset(true, next_reset-3600, InstResetEvent(1, mapid, difficulty, -1)); } // note: this isn't fast but it's meant to be executed very rarely -- 1.6.0.2.1172.ga5ed0
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Have you guys ever thinked about creating a manual for this project? Or atleast a online representation of Doxygen? It's been 4 years since i'm in this project. And i still can't find my way thru.
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[8990][Bug] Vampiric touch deals insane damage on dispell
The_Game_Master replied to a topic in OldBug reports
I think the problem here was with vamp touch, and yes, conflagrate and imolate are affected as well. -
Revision: 9015 Item: Glory of the Jouster http://www.wowhead.com/?spell=63251 This item internal cooldown is missing. Sry for missing topic title. Can't edit that unfortunetlly.
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[fix] Druid Flight Form (temp?hack?)
The_Game_Master replied to Auntie Mangos's topic in ... rejectedOld
This will no longer work in current revisions. It causes a crash due to the recent modifications in shapeshifting. -
Bump! Please don't let this threat die. This will simplify tons of code and checks.
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How a better backtrace maybe? Thank would be more usefull. For patches use the patch section.
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Revision: 8920 Bug: Benecifiates from spell power making the priest invincible. How it should work: This Glyph should not beneficiate from spell power not to say from attack power. Bug report: None. DELETE FROM spell_bonus_data WHERE entry = 56160; INSERT INTO spell_bonus_data (entry, direct_bonus, dot_bonus, ap_bonus, comments) VALUES ('56160', 0, 0, 0, 'Item - Glyph of Power Word: Shield')
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Increasing Mangos Stability
The_Game_Master replied to Auntie Mangos's topic in OldGeneral discussion
I was asking myself the same thing. -
I was sure i replyed here a couple of days ago, must have lagged tough. Anyway, implementing SpellShapeshiftForm.dbc for druid forms is the proper way to do it. Adding a hack for it as a temp solution it's just stupid. I've seen that yad02 have made some research on this. The interesting thing is that i didn't find the above values in SpellShapeshiftForm.dbc. Yad02, please pm me your dbc editor if you can. If anybody want's to work on this, here's a lead. struct SpellShapeshiftEntry { uint32 ID; // 0 //uint32 buttonPosition; // 1 unused //char* Name[16]; // 2-17 unused //uint32 NameFlags; // 18 unused uint32 flags1; // 19 int32 creatureType; // 20 <=0 humanoid, other normal creature types //uint32 unk1; // 21 unused uint32 attackSpeed; // 22 uint32 modelID; // 23 unused, alliance modelid (where horde case?) //uint32 unk2; // 24 unused //uint32 unk3; // 25 unused //uint32 unk4; // 26 unused //uint32 unk5; // 27 unused //uint32 unk6; // 28 unused //uint32 unk7; // 29 unused //uint32 unk8; // 30 unused //uint32 unk9; // 31 unused //uint32 unk10; // 32 unused //uint32 unk11; // 33 unused //uint32 unk12; // 34 unused };
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It needs a full review. It's understandable since it's a huge patch and there are alot of things that needs rerwited and others implemented. I think balrok should be the one to do it if he has some free time.
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[patch] Few bonuses for summoned guardians/pets.
The_Game_Master replied to Auntie Mangos's topic in ... under reviewOld
qsa, changing if(owner->GetTypeId() == TYPEID_PLAYER) with the starting class is a bad way to do this. It is very good defined as it is, why not add entryes for eatch spell in the needed class. I think it's better that way. -
They are available in CreatureDisplayInfo.dbc so why not code to read them as they should?
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[Fix Typo][8931] Corruption (spell_bonus_data)
The_Game_Master replied to Auntie Mangos's topic in ... acceptedOld
Reference: http://www.wowwiki.com/Corruption_%28spell%29 I'm a little bit unsure about that 0.2 value tough. Can anybody confirm this procent is correct?
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