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VladimirMangos

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Everything posted by VladimirMangos

  1. mangos not provide quest data and this forum not for discussion its then.
  2. Patch in [8249]. Thank you [added]spell_threat related patch added in [8250]. Thank you But please next time post like patches in new thread.
  3. Look at recent nos4r2zod patchs i can say his coding nice by selection implementation ways and follow coding style in affected mangos parts. Also good in reaction at remarks about suggest patch problems or unclear cases. Can be in future considered as possible good dev candidate i think.
  4. This can checked and with SQLStorage, just do full loop by values with skip empty. From other side you have currently 3 spells in table but SQLStorage will alocate index size 0...maxSpellInTable with lot NULLs. In like cases better use map. Please suggest unrelated patch in different threads always.
  5. I still think that this not correct. weapon speed can be affected by auras And ppm expected to be still same (calculated base at current weapon attack rate)... Maybe for speed _require_ first rank and check this at loading table. You need at least check spell existance. You need at least middleint for possibility store current used spell ids range values.
  6. Better not check by periodic damage aura. Spell 55078 have it also and same family flags Also note that spell 59921 triggering for apply debuf aura (55095) not imppemented in Unit::HandleDummyAuraProc So spell still not work in fact. With some chnages in [8246]
  7. In [8245]. Thank you
  8. I think need some more wide checking before apply...
  9. Merged patch in [8239]. Thanks to authors. And fixed in different parts in [8239-8242]
  10. Patch from #66 added in [8237]. Thank you
  11. In [8228]. Thank you I replace icon check by family mask check.
  12. Hmm, in 3.0.3 effect 1 have effectClassMask = 0x802000 that match to both, but later have only 0x002000 BUT! How this related in any form. SPELL_AURA_OVERRIDE_CLASS_SCRIPTS not use spell_affect data. It, or 1) triggred as spell proc event and then affected by spell_proc_event table and need case implementation in to HandleOverrideClassScriptAuraProc. But htis is _not_ our case. 2) explictly check in related damage code. "damage done by ". So int SpellDamageBonus code
  13. Must be mostly fixed in [8218]
  14. Patch applied in [8216]. Thank you! I also rename aura state as you suggest. Next time better not custom code place in under review section. In current case i only found your patch because search by spell names all related patches to added early
  15. Look at Unit::RemoveAurasByCasterSpell. You not need know what caster know, you need be sure that if aura applied at some aura add then at remove by same aura remove. Related spell is single target, so one caster will have not more single aura at target. And you can removed aura base at main aura caster.
  16. http://github.com/mangos/mangos/commits/master
  17. In [8207]. Thank you
  18. In [8206]. Thank you You are correct and i must read spell descriptions more carefully...
  19. Patch added in [8196] in form suggested by another author more early by time. Anyway thank you for patch
  20. I not see anyway any referecnes that it must triggred at weapon hits with additional magic effect.
  21. Where you find this? Sources in master branch not have this line. This line exist in original suggested patch version that has been rewrited by me before adding.
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