Wojta
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[9482][patch]Blood Presence and Improved Blood/Frost/Unholy presences
Wojta replied to a topic in ... acceptedOld
bump bump -
This confirms theory about different DBC in client and blizz-server. If the data is wrong, we can say that we just interpreting it wrong way, but if there isnt even line with this spell? But anyway, we cant get blizz-server DBC(if any), so making DB table would be the best solution. I would start a thread about this, but I worry that I am not enough mangos-expirencied to code something like that
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and one more - does anybody know if players on retail server cast spell or not?
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Sorry, but....I dont see anything which drops charges in this patch. If you or anybody else know, please tell me... Oh, i forgot, you cant see getmangos.ru patch: http://pastebin.ca/1662021
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I cant test it, because on my test server is only one player, but can other players attack the MC's one? For example polymorph him or he is still friendly?
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Ok, I will look at it
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Yes, this one is better Anyway, I just want to make it work, and i did not find any patch here.
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[Patch] Big Cleanup in SpellMgr::IsNoStackSpellDueToSpell
Wojta replied to Auntie Mangos's topic in ... under reviewOld
bump bump -
V5a added! - Removed hardcoded packet from Player.cpp Player.cpp 3035: else if (IsPassiveSpell(spell_id)) { if (IsNeedCastPassiveSpellAtLearn(spellInfo)) { // Juggernaut & Warbringer needs to not be triggered if(spell_id == 57499 || spell_id == 64976) { CastSpell(this, spell_id, false); }else CastSpell(this, spell_id, true); } } I think the patch is now ready to commit....?
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Now i have it working without hardcoded packet in SpellAuras.cpp (SetAuraSlot() ... ), but why code in HandleAuraIgnoreUnitState() isnt executing at player login? Now I have to leave packet in Player.cpp V5 added! - Added Lynx3d's patch for triggering of FoF/Frostbite - Added remove movement imparing effects for Warbringer - Added Sudden death "at least X rage left" from fullburned suggestion(Sorry, I cant add author name because getmangos.org is down) - Removed hardcoded packet from SpellAuras.cpp, but in Player.cpp i still need it EDIT: Player::IsNeedCastPassiveSpellAtLearn() maybe...?
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Nice, i will test it. BTW nice nick
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Thanks, I will add it to main patch, if you do not have anything against it/if you don't mind it(Sorry, I dont know correct phrase) And how we can make non-hacky fixes, when trigger system is wrong? btw is code for remove movement imparing effects is player have Warbringer correct? EDIT: I asked our server(around 600 players) admin to test this patch, but he is very lazy, so i can only hope EDIT: Now I trying to modify Aura::SendAuraUpdate, I will post V5 soon
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Then...SQL is wrong for both spells(and FoF need same triggering in c++ like brain freeze)? And what to do with FBite and FoF proc? Its damn little detail V4b! some cleanup, removed wrong trigger for FoF/Frostbite and I added this for warbringer "...In addition, your Charge, Intercept and Intervene abilities will remove all movement impairing effects.". I this correct? //Warbringer - remove movement imparing effects if(m_caster->HasAura(57499)) m_caster->RemoveAurasAtMechanicImmunity(IMMUNE_TO_ROOT_AND_SNARE_MASK,0,true); EDIT: I forgot to add it for Intercept and Intervene, i will add it tomorrow.
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Its line from Brain freeze...maybe right SpellFamilyMask0 can solve this? EDIT: No, that would be too easy
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You suggest to modify "// Fill procTriggered list" some way? But How? BTW V4 was tested on server with around 130 players, with no bugs/new crashes, thx spichy
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Thank you! I will look at it tomorrow, now its too late and i want to sleep
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Firts post updated I added this to Unit::HandleProcTriggerSpell for FoF, but i dont know where to add code for Frostbite... //Fingers of Frost case 44544: { if(HasAura(11071) || HasAura(12496) || HasAura(12497)) { uint32 chance = 100; switch(auraSpellInfo->Id) { case 44543: //FoF rank 1 if(HasAura(11071)) //Frostbite rank 1 chance -= 71; if(HasAura(12496) || HasAura(12497)) //Frostbite rank 2 & 3 chance -= 100; break; case 44545: //FoF rank 2 if(HasAura(11071)) //Frostbite rank 1 chance -= 25; if(HasAura(12496)) //Frostbite rank 2 chance -= 75; if(HasAura(12497)) //Frostbite rank 3 chance -= 100; break; } if (!roll_chance_f(chance) && pVictim && pVictim->isAlive()) CastSpell(pVictim, 12494, true); //Cast Frostbite Effect on target... } }
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Thanks reeshack, I will add link to that to my fix of aura 262, which Taste for Blood is
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[OT]Does Taste for Blood effect works?[/OT]
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Well, our server is still at 3.1.3 (because of DB and there was problem with instances), and on test (rev. 8690 now) they do same thing - yes, they are above ground, but if they use random movement or WP, they "jumps over the sky". If they should not move, they falls down when they are in visible range of player. I will try update our test server.... EDIT: Yes, you are right, they are working great now. Anybody knows which commit fixed this?
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[OT] Illidan use emote 450 for phase 2 [/OT] Flying npcs works really horrible, I think i will take look at them.....
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I guess this cant be done in SQL....? And where to put C++ code for this?
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so... when frostbite or fof proc, theres 50-50 chance to get frostbite or fof effect?
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First post updated! Thanks, I will look at it, but I cant read Russian letters, so I have to wait for reeshack.... PS: you mean sudden death?
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I have working it all now, but I cant post diff today, I will post it tomorrow.
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