Jump to content

Wowka321

Members
  • Posts

    212
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

Posts posted by Wowka321

  1. Confirm. Some days ago i tried to fix it, but my knowledge not enough.

    We must add check in

    Spell::update
    aura requirements for interrupt channeling spells, and if effects of channeling spell is gone -> interrupt casting.

    I thing

    IsAliveUnitPresentInTargetList
    is the best place.
  2. Something changed in SMSG_AUTH_RESPONSE packet after swith to 3.3.0.

    Queue is broken. Always showing position 0 in queue. And after you pass queue you can login with characters only preTBC. Other characters:

    Login for that race, class, or character is currently disabled
    . :(
  3. Master branch.

    When player login, core ignore CONFIG_MAX_HONOR_POINTS.

    This is the fix

    From de5b9c124e5cb2e6e3ef07dd25350acef6f810d7 Mon Sep 17 00:00:00 2001
    From: Wowka321 <[email protected]>
    Date: Fri, 15 Jan 2010 19:18:25 +0200
    Subject: [PATCH] Fixed max honor
    
    ---
    src/game/Player.cpp |    6 ++++++
    1 files changed, 6 insertions(+), 0 deletions(-)
    
    diff --git a/src/game/Player.cpp b/src/game/Player.cpp
    index ce1120a..ce3aa4e 100644
    --- a/src/game/Player.cpp
    +++ b/src/game/Player.cpp
    @@ -14966,6 +14966,12 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
    
        _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO));
    
    +    uint32 honor_currency = GetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY);
    +    if (honor_currency > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS))
    +        honor_currency = sWorld.getConfig(CONFIG_MAX_HONOR_POINTS);
    +
    +    SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, honor_currency);
    +
        uint32 arena_currency = GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY) + fields[40].GetUInt32();
        if (arena_currency > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
            arena_currency = sWorld.getConfig(CONFIG_MAX_ARENA_POINTS);
    -- 
    1.6.0.2.1172.ga5ed0

  4. This my fix

    diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp

    index 09e261c..3a56841 100644

    --- a/src/game/SpellEffects.cpp

    +++ b/src/game/SpellEffects.cpp

    @@ -1494,6 +1494,14 @@ void Spell::EffectDummy(uint32 i)

    }

    return;

    }

    + case 31687: // Summon Water Elemental

    + {

    + if (m_caster->HasAura(70937))

    + m_caster->CastSpell(m_caster, 70908, true);

    + else

    + m_caster->CastSpell(m_caster, 70907, true);

    + return;

    + }

    case 32826: // Polymorph Cast Visual

    {

    if (unitTarget && unitTarget->GetTypeId() == TYPEID_UNIT)

  5. are u sure it is correct? my deep wounds after few row crits tick for 8k... 8k every 3sec :>

    Ok so the problem is like this (will describe on Deep Wounds).

    1) You make critical attack on Target - he gest debuff.

    2) After 4sec duration u make again critical on him - damage from DW get added

    3) After few such crits and stacks u make 8k ticks or even more (some ppl hit to 30k ticks on PvE) making 10k DPS ticks in PVE

    How it should work:

    1) You make critical attack on Target - he gets debuff

    2) After 4sec duration u make again critical on him - damage from DW get added

    3) After next 2 secs THE OLD DEEP WOUNDS damage add gets removed and only new Deep Wounds damage ticks.

    So generally: the dmg should be subtracted as well when the previous wounds hidden timer ends

    That is one deep bug

    Confirm.

    damage from 100 to 8k per tick :eek:

  6. try to change

           Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
                   iif(pItem2 && pItem2->GetProto()->Socket[0].Color)
    

    to

           Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
           if(pItem2 && !pItem2->IsBroken() && pItem2->GetProto()->Socket[0].Color)
    

    No, crash again. :confused:

    Main problem here that bonus from meta not removed if EnchantmentFitsRequirements return false (if requirements with count of gems not true) when unequip item with metagem.

  7. In

    Player::EnchantmentFitsRequirements

    there are very seriuos bug, that make possible do exploits with stacking metagems effects. Counting current equipped gem colors should't count gems from broken items.

    I was try to add check like

     if(pItem2->IsBroken())
    continue;

    but i get crash when equip item with metagem :(

    Anybody can to help with this check?

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use