tsunamirus
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Posts posted by tsunamirus
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Try to add this in Aura->HandleSpellSpecificBoosts
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If you get a stack, and then right click to remove it, you will have visual effect forever, which isn't correct.
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Try this:
if (spellProto->SpellFamilyFlags & UI64LIT(0x800000)) { // Mind Flay buffs - each depends on Shadow Word: Pain present on the target if (pVictim->GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_PRIEST, UI64LIT(0x8000), 0, GetGUID())) { // Twisted Faith if (Aura * aur = GetAura(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS, SPELLFAMILY_PRIEST, 2848, 1)) DoneTotalMod *= (aur->GetModifier()->m_amount+100.0f) / 100.0f; // Glyph of Mind Flay if (Aura *aur = GetAura(55687, EFFECT_INDEX_0)) DoneTotalMod *= (aur->GetModifier()->m_amount+100.0f) / 100.0f; } }
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Does not work as intended, when stacks fade the effect still persist.
And it does not trigger on first stack, only on second.
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This wont work because you need to remove first break.
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float Unit::MeleeMissChanceCalc(const Unit *pVictim, WeaponAttackType attType) const { if(!pVictim) return 0.0f; // Base misschance 5% float misschance = 5.0f; // DualWield - Melee spells and physical dmg spells - 5% , white damage 24% if (haveOffhandWeapon() && attType != RANGED_ATTACK) { bool isNormal = false; for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; ++i) { if( m_currentSpells[i] && (GetSpellSchoolMask(m_currentSpells[i]->m_spellInfo) & SPELL_SCHOOL_MASK_NORMAL) ) { isNormal = true; break; } } if (!isNormal && !m_currentSpells[CURRENT_MELEE_SPELL]) misschance += 19.0f; } int32 skillBonus = int32(pVictim->GetDefenseSkillValue(this)) - int32(this->GetWeaponSkillValue(attType, pVictim)); if (abs(skillBonus) <= 10) misschance += skillBonus * 0.1f; else misschance += 1.0f + (skillBonus - 10) * 0.4f; // Hit chance from attacker based on ratings and auras if (attType == RANGED_ATTACK) misschance -= m_modRangedHitChance; else misschance -= m_modMeleeHitChance; // Hit chance for victim based on ratings if (pVictim->GetTypeId()==TYPEID_PLAYER) { if (attType == RANGED_ATTACK) misschance += ((Player*)pVictim)->GetRatingBonusValue(CR_HIT_TAKEN_RANGED); else misschance += ((Player*)pVictim)->GetRatingBonusValue(CR_HIT_TAKEN_MELEE); } // Modify miss chance by victim auras if(attType == RANGED_ATTACK) misschance -= pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE); else misschance -= pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE); // Limit miss chance from 0 to 60% if ( misschance < 0.0f) return 0.0f; if ( misschance > 60.0f) return 60.0f; return misschance; }
whole MeleeMissChanceCalc function with formula accordng to Wowwiki.
[fix] Spell aura 251 (SPELL_AURA_MOD_ENEMY_DODGE)
in ... under reviewOld
Posted
It is only used in Sunwell Radiance, so everything should be ok with this code.