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Auntie Mangos

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Everything posted by Auntie Mangos

  1. thx :-[ and 1 question: i have already downloaded sources of 7301 build, how i am can update this sources from git?
  2. the way of generating doc: http://getmangos.eu/community/viewtopic.php?id=4570
  3. What bug does this fix? http://getmangos.eu/community/viewtopic.php?id=24788 Warsong Gluch game objects are not spawned What rev is this for? 5759 not 100% sure if this is the correct way to fix this but it works and every seems fine. Index: . =================================================================== --- . (revision 5759) +++ . (working copy) @@ -852,6 +852,7 @@ data.spawntimesecs = spawntime; data.animprogress = 100; data.go_state = 1; + data.spawnMask = 1; objmgr.AddGameobjectToGrid(guid, &data); m_BgObjects[type] = MAKE_NEW_GUID(guid, entry, HIGHGUID_GAMEOBJECT);
  4. -- But why are the players falling under the map after receiving a "fear" or another spell like that see http://getmangos.eu/community/topic/15803/patchconfusedmovement/ -- And why can they cast spells through walls ? which walls? perhaps the 'walls' you refer to are GOs, then this would not yet be implemented
  5. patch here http://getmangos.eu/community/showthread.php?14301-fix-applying-bonus-damage-from-spell-power-to-Drain-Soul
  6. Detour creates the maximum number of tiles possible right from the start (in dtNavMesh::init) It then uses those blank tiles as a pool, and that pool behaves like a stack backed by m_tiles[m_maxTiles] m_nextFree is the stack pointer. when you add a tile, Detour pops the stack and uses that tile when you remove a tile, Detour clears the data in it, then pushes it on top of the stack So we aren't dealing with a dynamic number of tiles. We're stuck with the 12bit tileID if we use 4096 tiles, unless we re-write all of the code that uses salt. Do we really need 10bits for salt? (question in the back of my mind is do we really need salt at all?) edit: I don't think it would be a major re-write to reduce salt to 5 bits or something. Maybe just change one line in init! And even if we didn't have these limitations, I'm sure there would be problems with not being able to load all tiles simultaneously. Grids staying in memory permanently because of mangosd.conf GridUnload = 0 People may even have a lot of ram and prefer to pre-load all grids + tiles, as in -New-Map-Terrain-Management-System"][Map/Grid] New Map/Terrain Management System
  7. a fix for AoE-s visual size : http://getmangos.eu/community/showthread.php?12628-[fix]-dynamic-object-size-scaling-%28PA-auras%29
  8. What bug does the patch fix? What features does the patch add? Fixed spell "Life Drain" For which repository revision was the patch created? 9113 Is there a thread in the bug report section or at lighthouse? http://getmangos.eu/community/showthread.php?10537 Who has been writing this patch? Please include either forum user names or email addresses. Nihilus diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index a0cb925..bd5c82a 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -1331,6 +1331,9 @@ void Spell::SetTargetMap(uint32 effIndex, uint32 targetMode, UnitList& targetUni case 38794: // Murmur's Touch (h) unMaxTargets = 1; break; + case 28542: // Life Drain + unMaxTargets = 2; + break; case 28796: // Poison Bolt Volley case 29213: // Curse of the Plaguebringer case 31298: // Sleep @@ -1338,6 +1341,7 @@ void Spell::SetTargetMap(uint32 effIndex, uint32 targetMode, UnitList& targetUni break; case 30843: // Enfeeble case 42005: // Bloodboil TODO: need to be 5 targets(players) furthest away from caster + case 55665: // Life Drain (h) unMaxTargets = 5; break; case 54098: // Poison Bolt Volley (h)
  9. What bug does the patch fix? What features does the patch add? Allows DK to use Rune strike; allows DK to use Rune strike only after dodge or parry. For which repository revision was the patch created? 8505 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. http://getmangos.eu/community/viewtopic.php?id=9197 And on russian forum: http://getmangos.org/forum/showthread.php?t=21451 Who has been writing this patch? Please include either forum user names or email addresses. Lightguard , me(second part) INSERT INTO spell_learn_spell () VALUES (56815, 56816, 0); -- (56816) Rune Strike () DELETE FROM `spell_proc_event` WHERE `entry` IN (56816); INSERT INTO `spell_proc_event` VALUES (56816, 0x00000000, 0, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000030, 0.000000, 0.000000, 0);
  10. What bug does the patch fix? What features does the patch add? Just a quick fix to remove an obsolete and not completely working version of Seal of Righteousness and replace it with the correct one. For which repository revision was the patch created? 8284 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. http://getmangos.eu/community/viewtopic.php?id=5960&highlight=righteousness Who has been writing this patch? Please include either forum user names or email addresses. Myself DELETE FROM `playercreateinfo_spell` WHERE `spell` = 20154; INSERT INTO `playercreateinfo_spell` VALUES (1,2,21084,'Seal of Righteousness'), (3,2,21084,'Seal of Righteousness'); 20154, compared to 21084.
  11. What bug does the patch fix? What features does the patch add? Fixes 8 issues with spells replacing each other: Nature's Grace <=> Wrath of Elune Druid Feral-T4 (2)Bonus <=> Omen of Clarity Stamina (from the Scrolls) <=> Leader of the Pack Defensive Stance <=> Scroll of Protection Impr. Concussive Shot <=> Concussive Shot Detect Invisibility <=> Mana Shield Bloodlust <=> Bloodthirst Fire Resistance Aura <=> Combustion For which SubVersion revision was the patch created? <strike>r6028</strike> <strike>r6031</strike> r6036 Is there a thread in the bug report section? If yes, please add a link to the thread. none to the ItemSet-part Leader of the pack Nature's Grace Who has been writing this patch? Please include either forum user names or email addresses. Sarjuuk notes: <strike>The check for LotP and Stamina is working, but its a rather cruel way to do it. I had no idea how to do the check working both ways round, if one spell is generic and the other one druid. So it's consisting of two parts in the switch. One set in case: SPELLFAMILY_GENERIC and one in case SPELLFAMILY_DRUID</strike> Fire Resistance Aura <=> Combustion: please note, that this conflict didn't replace the triggered spell (Combustion), that gives 10% crit, rather the aura, that controls the triggered spells, thus giving the posibility to get permanent 100% crit-Rate on Fire for the Mage. --------------------------------- End Line final: pastebin
  12. http://getmangos.eu/community/viewtopic.php?id=174
  13. This patch implements the dummy effect of the priest's talent "Improved Flash Heal" (http://www.wowhead.com/?spell=63504). http://github.com/pasdVn/mangos/commit/689d077b6ff9e4a7bd25328416ef70164202130d I'm don't know why healing spells are not loaded with a unit target currently in Spell::DoAllEffectOnTarget. I posted a simliar fix some month ago ( http://getmangos.eu/community/viewtopic.php?id=6040) and there wasn't this problem. So I don't know if anybody removed this intendedly or if this is a typo when recoding/apllying coding style, whatever (I don't see a reason for this). Anyway some other effects won't work without this change (Renewed Hope, Sacred Shield). pasdVn
  14. ??? This patch not change way for stacking. It _not_ allow stacking in some cases. You can check without patch spell 19742 and rabks casted by 2 casters at same target. Without patch you will have 2 auars, with patch 1 with highest rank.
  15. this patch is allmost identical to this patch I created more then a year ago: http://getmangos.eu/community/viewtopic.php?id=293 and now all the sudden it gets added and someone else gets the credit. way to go mangos!
  16. Idea - Got the idea from this thread: Hardcore Server README: - This is not about rebuilding Diablo 2's Hardcore mode as exact as possible, but to bring this kind of change in gameplay and the mindset when playing on hardcore to mangos. Added Top10 command for a ladder like feeling. Features - Prevent resurrection - Send a customizable message on player death to self or whole server, depending on player level - Send a customizable message on player reaching max level to whole server - ".top10" ".top10 alive" commands Future Stuff - Better messages, with some lore maybe - Random subset of equipped items and gold lootable on player death by party members - Optional: Add starting area NPCs explaining whats going on Code - Github Repo: Branch Hardcore - Gist r2 against mangos rev 11044 - Patch r2 against mangos rev 11044 Notes - Your advised to customize the default messages, they are plain stupid right now. - Hardcore mode is deactivated by default, see your mangosd.conf. Old: - Patch r1 against mangos rev 11000
  17. @Wowka321 -> http://getmangos.eu/community/viewtopic.php?id=14582&p=122220&viewfull=1#post122220
  18. shadez check my post above http://getmangos.eu/community/viewtopic.php?id=12096&p=122581&viewfull=1#post122581
  19. i remeber there was some thread about this, just search. if i finde first i will post link ------------------------------------------OK---------------------------------------------------- http://getmangos.eu/community/showthread.php?4391-Spell-Disable and hehe go down page and look at others links
  20. * What bug does the patch fix? What features does the patch add? Fixes the spell mod SPELLMOD_SPELL_BONUS_DAMAGE (aura 107), currently incorrectly applied as a multiplicative value of the total damage instead of modifying the spell coefficient value as it should. * For which repository revision was the patch created? 8719 * Is there a thread in the bug report section or at lighthouse? http://getmangos.eu/community/viewtopic.php?id=9595 * Who has been writing this patch? darkstalker diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index de56693..5b2bea3 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -8457,11 +8457,8 @@ uint32 Unit::SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint3 DoneAdvertisedBenefit += ((Pet*)this)->GetBonusDamage(); float LvlPenalty = CalculateLevelPenalty(spellProto); - // Spellmod SpellDamage - float SpellModSpellDamage = 100.0f; - if(Player* modOwner = GetSpellModOwner()) - modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_SPELL_BONUS_DAMAGE,SpellModSpellDamage); - SpellModSpellDamage /= 100.0f; + + Player* modOwner = GetSpellModOwner(); // Check for table values if (SpellBonusEntry const* bonus = spellmgr.GetSpellBonusData(spellProto->Id)) @@ -8475,7 +8472,15 @@ uint32 Unit::SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint3 if (bonus->ap_bonus) DoneTotal += int32(bonus->ap_bonus * GetTotalAttackPowerValue(BASE_ATTACK) * stack); - DoneTotal += int32(DoneAdvertisedBenefit * coeff * SpellModSpellDamage); + // Spellmod SpellBonusDamage + if (modOwner) + { + coeff *= 100.0f; + modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_SPELL_BONUS_DAMAGE,coeff); + coeff /= 100.0f; + } + + DoneTotal += int32(DoneAdvertisedBenefit * coeff); TakenTotal += int32(TakenAdvertisedBenefit * coeff); } // Default calculation @@ -8508,8 +8513,19 @@ uint32 Unit::SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint3 break; } } - DoneTotal += int32(DoneAdvertisedBenefit * (CastingTime / 3500.0f) * DotFactor * LvlPenalty * SpellModSpellDamage); - TakenTotal+= int32(TakenAdvertisedBenefit * (CastingTime / 3500.0f) * DotFactor * LvlPenalty); + + float coeff = (CastingTime / 3500.0f) * DotFactor; + + // Spellmod SpellBonusDamage + if (modOwner) + { + coeff *= 100.0f; + modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_SPELL_BONUS_DAMAGE,coeff); + coeff /= 100.0f; + } + + DoneTotal += int32(DoneAdvertisedBenefit * coeff * LvlPenalty); + TakenTotal+= int32(TakenAdvertisedBenefit * coeff * LvlPenalty); } float tmpDamage = (pdamage + DoneTotal) * DoneTotalMod; @@ -8906,11 +8922,8 @@ uint32 Unit::SpellHealingBonus(Unit *pVictim, SpellEntry const *spellProto, uint int32 TakenAdvertisedBenefit = SpellBaseHealingBonusForVictim(GetSpellSchoolMask(spellProto), pVictim); float LvlPenalty = CalculateLevelPenalty(spellProto); - // Spellmod SpellDamage - float SpellModSpellDamage = 100.0f; - if(Player* modOwner = GetSpellModOwner()) - modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_SPELL_BONUS_DAMAGE, SpellModSpellDamage); - SpellModSpellDamage /= 100.0f; + + Player* modOwner = GetSpellModOwner(); // Check for table values SpellBonusEntry const* bonus = spellmgr.GetSpellBonusData(spellProto->Id); @@ -8925,7 +8938,15 @@ uint32 Unit::SpellHealingBonus(Unit *pVictim, SpellEntry const *spellProto, uint if (bonus->ap_bonus) DoneTotal += int32(bonus->ap_bonus * GetTotalAttackPowerValue(BASE_ATTACK) * stack); - DoneTotal += int32(DoneAdvertisedBenefit * coeff * SpellModSpellDamage); + // Spellmod SpellBonusDamage + if (modOwner) + { + coeff *= 100.0f; + modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_SPELL_BONUS_DAMAGE,coeff); + coeff /= 100.0f; + } + + DoneTotal += int32(DoneAdvertisedBenefit * coeff); TakenTotal += int32(TakenAdvertisedBenefit * coeff); } // Default calculation @@ -8957,8 +8978,19 @@ uint32 Unit::SpellHealingBonus(Unit *pVictim, SpellEntry const *spellProto, uint break; } } - DoneTotal += int32(DoneAdvertisedBenefit * (CastingTime / 3500.0f) * DotFactor * LvlPenalty * SpellModSpellDamage * 1.88f); - TakenTotal += int32(TakenAdvertisedBenefit * (CastingTime / 3500.0f) * DotFactor * LvlPenalty * 1.88f); + + float coeff = (CastingTime / 3500.0f) * DotFactor * 1.88f; + + // Spellmod SpellBonusDamage + if (modOwner) + { + coeff *= 100.0f; + modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_SPELL_BONUS_DAMAGE,coeff); + coeff /= 100.0f; + } + + DoneTotal += int32(DoneAdvertisedBenefit * coeff * LvlPenalty); + TakenTotal += int32(TakenAdvertisedBenefit * coeff * LvlPenalty); } // use float as more appropriate for negative values and percent applying
  21. The answer to your question is simple. Is client 4.0.x supported? No. If you are using client version 4.0.1 or the beta client, you will sadly have to reinstall client 3.3.5a.
  22. Does this issue still exist? I found only this patch and its not in Git ( http://getmangos.eu/community/showthread.php?11657-[patch][not-for-git]Fixed-instance-reset-exploit&highlight=Exploit ) Edit: seems to be related with http://getmangos.eu/community/showthread.php?12775-[bUG]Instance-exploit-crash-fix&highlight=instance+reset
  23. What bug does the patch fix? What features does the patch add? fixes 10% damage increase for Chaos Bolt and Incinerate if there is own Immolate on target For which repository revision was the patch created? 9362 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. http://getmangos.eu/community/showthread.php?10723-[bug]Fire-and-brismtone Who has been writing this patch? Please include either forum user names or email addresses. me diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 5d0fbd5..ee667d6 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -428,7 +428,22 @@ void Spell::EffectSchoolDMG(uint32 effect_idx) ((*i)->GetSpellProto()->SpellFamilyFlags & UI64LIT(0x00000000000004))) { damage += damage/4; - break; + + if((*i)->GetCaster() && (*i)->GetCaster() == m_caster) + { + Unit::AuraList const& dummyList = m_caster->GetAurasByType(SPELL_AURA_DUMMY); + for(Unit::AuraList::const_iterator iter = dummyList.begin(); iter != dummyList.end(); ++iter) + { + // Fire and Brimstone + if((*iter)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_WARLOCK && + (*iter)->GetSpellProto()->SpellIconID == 3173) + { + damage += int32(damage * (*iter)->GetModifier()->m_amount / 100); + break; + } + } + } + break; } } } diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 28cbbc2..af4be04 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -9035,6 +9035,35 @@ uint32 Unit::SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint3 if (pVictim->GetHealth() * 100 / pVictim->GetMaxHealth() <= 25) DoneTotalMod *= 4; } + // Chaos Bolt + else if (spellProto->SpellFamilyFlags & UI64LIT(0x0002000000000000)) + { + // Check aura state for speed but aura state set not only for Immolate spell + if (pVictim->HasAuraState(AURA_STATE_CONFLAGRATE)) + { + Unit::AuraList const& dummyList = GetAurasByType(SPELL_AURA_DUMMY); + for(Unit::AuraList::const_iterator iter = dummyList.begin(); iter != dummyList.end(); ++iter) + { + // Fire and Brimstone + if((*iter)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_WARLOCK && + ((*iter)->GetSpellProto()->SpellIconID == 3173)) + { + Unit::AuraList const& RejorRegr = pVictim->GetAurasByType(SPELL_AURA_PERIODIC_DAMAGE); + for(Unit::AuraList::const_iterator i = RejorRegr.begin(); i != RejorRegr.end(); ++i) + { + // Immolate + if((*i)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_WARLOCK && + (*i)->GetSpellProto()->SpellFamilyFlags & UI64LIT(0x00000000000004) && (*i)->GetCaster() && (*i)->GetCaster() == this) + { + DoneTotalMod *= ((*iter)->GetModifier()->m_amount+100.0f) / 100.0f; + break; + } + } + break; + } + } + } + } break; } case SPELLFAMILY_DEATHKNIGHT: maybe there are additional ways to optimize looping =\\
  24. hi friend,you in your raids, do you have got problems ? for example see this http://getmangos.eu/community/showthread.php?12358-raid-bug its similar? thanks to read me sorry,but can be the same bug
  25. What bug does the patch fix? What features does the patch add? Fixed exploit with using spells under invisibility effects. For example potions or mage invisibility For which repository revision was the patch created? 9509 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. http://getmangos.eu/community/showthread.php?2668 Who has been writing this patch? Please include either forum user names or email addresses. Me d4cd7f61d79187017a7d96705e3bfa2e4938c8d5 src/game/Spell.cpp | 3 +-- src/game/Unit.h | 2 +- 2 files changed, 2 insertions(+), 3 deletions(-) diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index 68c7d48..01a6cf8 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -2479,8 +2479,7 @@ void Spell::Prepare(SpellCastTargets const* targets, Aura* triggeredByAura) // skip triggered spell (item equip spell casting and other not explicit character casts/item uses) if ( !m_IsTriggeredSpell && isSpellBreakStealth(m_spellInfo) ) { - m_caster->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); - m_caster->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); + m_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CAST); } // add non-triggered (with cast time and without) diff --git a/src/game/Unit.h b/src/game/Unit.h index 545510b..983bea0 100644 --- a/src/game/Unit.h +++ b/src/game/Unit.h @@ -66,7 +66,7 @@ enum SpellAuraInterruptFlags AURA_INTERRUPT_FLAG_NOT_UNDERWATER = 0x00000100, // 8 removed by leaving water AURA_INTERRUPT_FLAG_NOT_SHEATHED = 0x00000200, // 9 removed by unsheathing AURA_INTERRUPT_FLAG_UNK10 = 0x00000400, // 10 - AURA_INTERRUPT_FLAG_UNK11 = 0x00000800, // 11 + AURA_INTERRUPT_FLAG_CAST = 0x00000800, // 11 removed by casting a spell AURA_INTERRUPT_FLAG_UNK12 = 0x00001000, // 12 removed by attack? AURA_INTERRUPT_FLAG_UNK13 = 0x00002000, // 13 AURA_INTERRUPT_FLAG_UNK14 = 0x00004000, // 14 thanks to zergtmn for finding a correct solution.
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