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VladimirMangos

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Everything posted by VladimirMangos

  1. client have own checks that prevent this options work in some/most cases. At forum in custom code section exist patch for overwrite this by hack way. Maybe it will useful for you.
  2. In [11514]. Thank you. Please use in comments exactly spell names.It's used for spell usage in code sometime.
  3. spell must be fixed in [11512]. Also fixed creature casted versions that have different way work that player spell. This oold comment but show main problem with this spell.It internal implementation in spell.dbc changes at each big client release and sometime and small updates.
  4. First you will need fix it to working state, why not add to sd2 project sources?
  5. src/bindings/universal possible not build in current sources, it has been broken in time when it made optional and not updated carefully. mangosd not need for own start now any script lib, but ofc related scripting code will not available in it then. But src/bindings/universal not have any useful scripting.
  6. I do tests by 80 lvl rogue with Mutilate, 2 equipped 50641 daggers (326-490 damage) with same poisons at both to 50 level creature 1. Item 43233 applied poison Poison detected by Mutilate code for mainhand part: fixed_bonus = 44 normalized weapon damage (min = 446,8 max = 610,8) -> 543 total bonus spell damage (except non-weapon effects spell damages ==0) = 587 *1.2 = 704; after MeleeDamageBonusDone -> 704 after MeleeDamageBonusTaken -> 704 after CalcArmorReducedDamage -> 592 after CalculateDamageAbsorbAndResist -> 592 final = 592 Poison detected by Mutilate code for offhand part: fixed_bonus = 44 (0.5 offhand) = 22 normalized weapon damage (min = 223.4 max = 305.4) -> 292 total bonus spell damage (except non-weapon effects spell damages ==0) = 314 *1.2 = 376 after MeleeDamageBonusDone -> 376 after MeleeDamageBonusTaken -> 376 after CalcArmorReducedDamage -> 316 after CalculateDamageAbsorbAndResist -> 316 final = 316 2. Item 43235 applied poison Poison detected by Mutilate code for mainhand part: final = 578 Poison detected by Mutilate code for offhand part: final = 267 3. Item 3775 applied poison Poison detected by Mutilate code for mainhand part: final = 656 Poison detected by Mutilate code for offhand part: final = 214 4. Item 6947 applied instant poison with talent rank 2 Poison detected by Mutilate code for mainhand part: final = 582 Poison detected by Mutilate code for offhand part: final = 564 (crit, 25 blocked) So i see all cases poison detected and 1.2 coef applied. I only not sure is in case offhand attack must applied 0.5 coef to damage as offhand weapon use.
  7. damage values itself not prove anything when formulas can be checked directly. For screenshots you can be banned.
  8. Alt. version in [11510]
  9. dpedroia15, your way also possible. But i seelect alt. way (in fact, sorry, i not see your patch version in commit time). I select alt. way because 70718 not have procFlags. So in addition will need add spell_proc table record with manual set its. So i think add it to spell cast code as triggered/precast will more clean. In any cases thank you for patch
  10. As described in pre-3.2.0 parry work only for front melee (aura 47)/deflaction for spells (aura 287), and pacify (25) and exist only spell 19263 for this for players. But in 3.3.5 (added in 3.2.0) exist spell 67801 that have aura 288 (unknown), aura 185 SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE -100 Aura 288 used _only_ in spell 67801 so i think its like: "percent from normal parry for attack in case attack from behind. [added]In 4.1.0 exist spell "360 Defensive Abilities" with single 288 aura with same 100 value. I will prepare alt. patch with use this aura [added]Alt. version in [11510]
  11. work for me at test. Also confirmed correct work by check existance related data in mangos.sql
  12. I can't reproduce original problem: independent how learn i get right talents points amount. ? leraning rank 1 is same as unlerning all later ranks. So you get 1 free point? i not see problem. If you later learn rank2 then use this free point to rank.
  13. Implementation not complete. That why thread not marked [fixed]
  14. Fixed in [11509]
  15. it clearly not related to height calculation. Client block enter for "too big" mounts and then possible wait some missing data from server for allow enter back.
  16. Patch added in [11504]
  17. "You have 20% probability, [bloodsurge] and [sudden Death] gives 2 charges instead of 1" implemented in [11503]
  18. Added in [11503].
  19. Implemented in [11501].
  20. In clean mangos it not implemented so bug report just wrong by this reason. Sorry, but patch is really horrible hack look like.
  21. ok, bug related as i understand to unclear case how dynobjects and related persistent auras must work. If same caster cast same persistent area aura spell then what happens: a) both dynobject and auras stacked at target b) both dynobjects exist but single aura applied form 2 dynobjects from same caster c) old dynobject removed and replaced by new dynobject. This is impossibility test for normal persistence auras: all player directly casted persistent area auras have cooldown >= time of persistent effect at area. Provided spell ( 40980 ) cast persistent aura auras more often that old expire. Without (a-c) selection impossible correctly fix problem.
  22. as i remember this has been fixed some weeks ago
  23. also not confirmed.
  24. You can repeat this 100 times, i _test_ with one from poison spells and in debug check that demage calculates correctly. So in generic case code work correctly. I also write and i not see spell id in your post. This make your post useless. I not interesting "100% not work posts" without useful info.
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