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VladimirMangos

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Everything posted by VladimirMangos

  1. Implemented in [7363-7365]. After some preparations [7365] is more like your patch. Without it this commits will not be created Base at comments implement without sickness debuf use.
  2. It's not strange. It how some skill spells work. Ability set by spell with _effect_ not with _aura_. So only this Player variable store that ability applied when talent casted at learning. Same for parry learning spells for example. Maybe this varibale must just set to false explicitly at talent reset. Anyway only talent set this ability at this moment.
  3. Good but it not fix problem for all cases: 1) if no place for unequip item must be send by mail as read soemwhere, this need be implemented in AutoUnequipOffhandIfNeed instead error message, example exist at items loading 2) problem can be not only with 2-h-weapon in main hand. Talen also allow equip 2H-weapon to offhand and this also must handles. Also can be checked in AutoUnequipOffhandIfNeed. Anyway without talent impossible have 2H-wepaon in offhand.
  4. Lightguard, read code more cereful. Spell::Damage fixed_bonus weapon_damage _already_ ahave apllied percent modifier. So in case SoC just need apply it to specally calculated spell_bonus. And as i write already real bug not in effect code but many code lines later where full spell damage applied.
  5. Yes, known not fixed problem.
  6. You meaning: one potion until out from combat limitation exist but debuff not show as icon?
  7. Agree. That why we have many functions in SpellMgr.h that hide low-level checks. Fo case if low-level check need replaced.Just for note: i currently test highly rewrited (or maybe alternative, but anyway inspired by your patch) version of patch that i plan add in result in to mangos sources.
  8. Tha why it _must_ be used Category is field in spell.dbc and client using this data for select check what must be have cooldown if spell casted (potion used). So if we want that server will work in same way we _must_ used same data. In this case we have chance for example not chnage code if new potion spells will be added.
  9. SPELLFAMILY_POTION is wrong check. It include Elixirs/etc that not expected to be affected by limitation. For potions can be used base at spell.dbc spellInfo->Category==4
  10. In [7357] and mangos-0.12. Thank you
  11. in [7350]. Thank you
  12. or just focused at another things
  13. Agree. Patch in [7344]. Thank you I also remove some unused function params after this change.
  14. Maps use lot memory and then triggring data swaping or not allow use disabled map unloading and use aditional time for map loading.
  15. Also it expect existence some proper data in gameobject_template, but last is DB problem.
  16. Main problem in original broken idea with rates in general. Client support limited items in loot result. With rates you make some itemsin end of list always lost (not have place in looted items list). So bets recomendation if you want normal loot system work (including quest loot possibility in all cases): or 1) not touch rates 2) make chnages in loot data explcitly with carefull check loot possibility specific items Instead attempt hack loot data in "easy" way. I will think about suggested patch apply...
  17. In [7331]. Thank you
  18. In 84b4a4a8342bb978b5901d1b736142a94aeef4f3. Thank you
  19. What reason have big list bug reports that hard supoport for fixed/not fixed/outdated state? Please, just report bug in poper way, instead creating like useless threads. closed.
  20. Thank you for patch. It added in other form but fix same bug that you find and finxed mostly in suggested way. In [7329]
  21. I think at this forum problem with post reading I write already: fix only fix way how spell bonuses calcuclated in Weapon effect. I specaill point in my last post that still exist big problem in damage calculation. Problem in totally different place, related to 2 time spell bonuses apply, in effect and in post effects proccesing full spell damage apply. This not related to applied patch amd fixes for patch. This has bee before patch and still problem after patch. And appliend not only for this spell but to any weapon damage dependent effects based non-physical damage from spells.
  22. With recent and planned .map files size descreasing (thanks to DiSlord for nice recent chnages in its and continue work in this part) server have _lot_ more free memory for work without hardware changes.
  23. Ok, all problems resolved. Ypur patch for meeting stones in [7327] with small change. Thank you. In [7328] fixed warlock summoning case.
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