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Everything posted by Auntie Mangos
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And what about this bug http://getmangos.eu/community/showthread.php?11286-Sap-Bug&highlight=stealth : where stealth doesn't fade when you're sapped.
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Thanks i will test it
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there is a patch here: http://getmangos.eu/community/viewtopic.php?id=10412&highlight=druid
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I've tried a few ways to use the new-ai branch: Mangos w/o Playerbot and the patch i had to create: Error Mangos w/ Playerbot (Portal) and the patch i had to create: Error Mangos w/ Playerbot (Portal) and the patch from this post: Error Mangos w/ Playerbot (Portal) and then switching to New-Ai: Works
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http://getmangos.eu/community/showthread.php?14309-bug-mangosd.conf-does-not-load
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It includes: PvP Ranks & Titles(http://getmangos.eu/community/showthread.php?2651-[not-For-Svn]-Pvp-Ranks-Titles) Vehicles(http://getmangos.eu/community/showthread.php?11759-%5Bdev%5DVehicles) Dual Talent(off_git_mangos) Weekly quests (http://ru-mangos.ru/showthread.php?t=116) Insider42's branch(http://github.com/insider42/mangos) (* * Revision 9667 - *) http://www.rapidshare.ru/1435536
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This patch contains two patches: The first adds an option in the configuration file, you can use to enable or disable a showing (.server info) core,db and sd2 versions, the second patch adds an option in the configuration file, you can use to enable the restoration of full healt, mana and reset cooldowns less than 15 minutes after duel begin. The first patch is written by me, the second taken from the TC and added the possibility to enable / disable it in the configuration file. 9399+ This patch for 9357 rev. diff --git a/src/game/DuelHandler.cpp b/src/game/DuelHandler.cpp index a73be6f..9538780 100644 --- a/src/game/DuelHandler.cpp +++ b/src/game/DuelHandler.cpp @@ -49,6 +49,14 @@ void WorldSession::HandleDuelAcceptedOpcode(WorldPacket& recvPacket) pl->duel->startTimer = now; plTarget->duel->startTimer = now; + ///reset hp, mana and cooldown + pl->SetHealth(pl->GetMaxHealth()); + plTarget->SetHealth(plTarget->GetMaxHealth()); + if (pl->getPowerType() == POWER_MANA) pl->SetPower(POWER_MANA, pl->GetMaxPower(POWER_MANA)); + if (plTarget->getPowerType() == POWER_MANA) plTarget->SetPower(POWER_MANA, plTarget->GetMaxPower(POWER_MANA)); + if (!pl->GetMap()->IsDungeon()) + { pl->RemoveArenaSpellCooldowns(); plTarget->RemoveArenaSpellCooldowns(); } ///reset cooldowns with < 15min + pl->SendDuelCountdown(3000); plTarget->SendDuelCountdown(3000); } diff --git a/src/game/Level0.cpp b/src/game/Level0.cpp index d498960..3c47ff6 100644 --- a/src/game/Level0.cpp +++ b/src/game/Level0.cpp @@ -91,6 +91,8 @@ bool ChatHandler::HandleServerInfoCommand(const char* /*args*/) uint32 maxQueuedClientsNum = sWorld.GetMaxQueuedSessionCount(); std::string str = secsToTimeString(sWorld.GetUptime()); + if(sWorld.Getserver_version_enable() == 1) + { char const* full; if(m_session) full = _FULLVERSION(REVISION_DATE,REVISION_TIME,REVISION_NR,"|cffffffff|Hurl:" REVISION_ID "|h" REVISION_ID "|h|r"); @@ -101,6 +103,8 @@ bool ChatHandler::HandleServerInfoCommand(const char* /*args*/) PSendSysMessage(LANG_USING_SCRIPT_LIB,sWorld.GetScriptsVersion()); PSendSysMessage(LANG_USING_WORLD_DB,sWorld.GetDBVersion()); PSendSysMessage(LANG_USING_EVENT_AI,sWorld.GetCreatureEventAIVersion()); + } + PSendSysMessage(LANG_CONNECTED_USERS, activeClientsNum, maxActiveClientsNum, queuedClientsNum, maxQueuedClientsNum); PSendSysMessage(LANG_UPTIME, str.c_str()); diff --git a/src/game/World.cpp b/src/game/World.cpp index 0134ad5..e3ae13d 100644 --- a/src/game/World.cpp +++ b/src/game/World.cpp @@ -548,6 +548,13 @@ void World::LoadConfigSettings(bool reload) ///- Read other configuration items from the config file + + /// server info + server_version_enable = sConfig.GetBoolDefault("ServerInfo.Version.Enable",true); + + /// hp, mana and reset cd duel + duel_reset_enable = sConfig.GetBoolDefault("Duel.reset.Enable",false); + m_configs[CONFIG_COMPRESSION] = sConfig.GetIntDefault("Compression", 1); if(m_configs[CONFIG_COMPRESSION] < 1 || m_configs[CONFIG_COMPRESSION] > 9) { diff --git a/src/game/World.h b/src/game/World.h index 170fc2a..f0be500 100644 --- a/src/game/World.h +++ b/src/game/World.h @@ -511,6 +511,12 @@ class World static float GetVisibleUnitGreyDistance() { return m_VisibleUnitGreyDistance; } static float GetVisibleObjectGreyDistance() { return m_VisibleObjectGreyDistance; } + //for server information + inline bool Getserver_version_enable() { return server_version_enable; } + + //for duel reset + inline bool Getduel_reset_enable() { return duel_reset_enable; } + void ProcessCliCommands(); void QueueCliCommand( CliCommandHolder::Print* zprintf, char const* input ) { cliCmdQueue.add(new CliCommandHolder(input, zprintf)); } @@ -579,6 +585,12 @@ class World static float m_VisibleUnitGreyDistance; static float m_VisibleObjectGreyDistance; + // for server version show + bool server_version_enable; + + // for restore hp and mana and remove cooldown after duel begin + bool duel_reset_enable; + // CLI command holder to be thread safe ACE_Based::LockedQueue<CliCommandHolder*,ACE_Thread_Mutex> cliCmdQueue; SqlResultQueue *m_resultQueue; diff --git a/src/mangosd/mangosd.conf.dist.in b/src/mangosd/mangosd.conf.dist.in index 479a6ce..7ec9df0 100644 --- a/src/mangosd/mangosd.conf.dist.in +++ b/src/mangosd/mangosd.conf.dist.in @@ -1374,3 +1374,19 @@ Ra.IP = 0.0.0.0 Ra.Port = 3443 Ra.MinLevel = 3 Ra.Secure = 1 + +################################################################################################################## +# MODIFICATIONS +# ServerInfo.Version.Enable +# Enable show server version (.server info) +# Default: 1 - on +# 0 - off (show current and max online and uptime only) +# +# Duel.reset.Enable +# Enable reset hp, mana and cooldown after duel begin +# Default: 0 - off +# 1 - on +################################################################################################################## + +ServerInfo.Version.Enable = 1 +Duel.reset.Enable = 0 --
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Hi, I read this article about NPC pathfinding that someone already posted sometime ago: http://www.ai-blog.net/archives/000152.html I also read this post about making a navigation mesh out of WoW maps: http://getmangos.eu/community/viewtopic.php?id=4371 I have a few questions: If you compare the following two images: In the first image, there is an extremely high amount of trianles involved to make the bridge for a navigation mesh, why can't it be lowered to a few simple quads like on the second image? It seems to me that it is difficult to make navigation meshes out of maps, since NPC's also need coordinates to run into castles and buildings? (or are these included in maps?) Also they need to run around obstacles... My head question: Why aren't you creating navigation meshes yourself, instead of them being generated? Thank you
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What bug does the patch fix? What features does the patch add? - fixes Heart of the Crusader triggering right spells and stacking with judgements For which repository revision was the patch created? - 8769 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=5779 - http://getmangos.eu/community/viewtopic.php?id=9756 Who has been writing this patch? Please include either forum user names or email addresses. - me diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp index 7c41423..c115f0c 100644 --- a/src/game/SpellMgr.cpp +++ b/src/game/SpellMgr.cpp @@ -294,7 +294,7 @@ SpellSpecific GetSpellSpecific(uint32 spellId) if (spellInfo->SpellFamilyFlags & UI64LIT(0x0000000000002190)) return SPELL_HAND; - if ((spellInfo->SpellFamilyFlags & UI64LIT(0x00000820180400)) && (spellInfo->AttributesEx3 & 0x200)) + if ((spellInfo->SpellFamilyFlags & UI64LIT(0x00000820180400)) && (spellInfo->AttributesEx3 & 0x200) && (spellInfo->SpellIconID != 237)) return SPELL_JUDGEMENT; // only paladin auras have this (for palaldin class family) diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 3703b58..0e6d14e 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -6028,6 +6028,24 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu break; } + // Heart of the Crusader (Rank 1) + case 20335: + { + triggered_spell_id = 21183; + break; + } + // Heart of the Crusader (Rank 2) + case 20336: + { + triggered_spell_id = 54498; + break; + } + // Heart of the Crusader (Rank 3) + case 20337: + { + triggered_spell_id = 54499; + break; + } // Glyph of Divinity case 54939: { SQL: delete from spell_proc_event where entry in (20335,20336,20337); -- (20335) Heart of the Crusader (Rank 1) DELETE FROM `spell_proc_event` WHERE `entry` IN (20335); INSERT INTO `spell_proc_event` VALUES (20335, 0x00, 10, 0x80000000000800000, 0x00000000, 0x00000000, 0x00000010, 0x00000000, 0.000000, 100.000000, 0); insert into spell_chain values (20335, 0, 20335, 1, 0); insert into spell_chain values (20336, 20335, 20335, 2, 0); insert into spell_chain values (20337, 20336, 20335, 3, 0); yeah SpellFamilyMask0 is too long but idk how else it can work for all judgements ...and idk why Heart of the Crusader has judgement spell attribute....
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What bug does the patch fix? What features does the patch add? This patch rewrites parts of SpellMgr::IsNoStackSpellDueToSpell so that much fewer exceptions are needed. For which repository revision was the patch created? 8379 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=2305 Who has been writing this patch? Please include either forum user names or email addresses. Myself The real changes in this patch are the things changed under the comment "// more generic checks", at the bottom of the patch. * Checks for SPELLFAMILY_GENERIC in the switch make no sense, these lines should take care of these already, but I believe they were misplaced or superceded by the isModifier check at some point: if (spellInfo_1->SpellFamilyName == 0 || spellInfo_2->SpellFamilyName == 0) return false; (I changed this line to use SPELLFAMILY_GENERIC instead of 0; if this part of the code were more readable in the first place, this mess wouldn't have happened ) Now, the only exceptions to be added that I can think of are scrolls (these exceptions are needed on master branch too, so it's unrelated to this patch). * IsRankSpellDueToSpell is already checked numerous times before this method is called, so I removed this check. * At the very end of these checks, return false if the SpellIcons are different. This allows many of the "exception" checks in the code above to be removed. (Note: the problem with Greater Blessings stacking occurs elsewhere; they are handled differently since they have SpellSpecifics) This is what can be removed or changed based on these changes: * GENERIC * Simply removed all of these * MAGE * Detect Invisibility and Mana Shield - Would return false due to having different SpellFamilies * Combustion and Fire Resistance Aura - Would return false due to having different SpellFamilies * Arcane Intellect and Insight - Insight uses SPELLFAMILY_GENERIC * WARLOCK * Siphon Life and Drain Life - different SpellIcons * Corruption and Unstable Affliction - different SpellIcons * (Corruption or Unstable Affliction) and (Curse of Agony or Curse of Doom) - different SpellIcons * Detect Invisibility and Mana Shield - Would return false due to having different SpellFamilies * WARRIOR * Hamstring and Improved Hamstring - the triggered debuff from Improved Hamstring is SPELLFAMILY_GENERIC * Rend and Deep Wound - different SpellIcons * Battle Shout and Rampage - not sure why this was in here in the first place * Defensive Stance and Scroll of Protection - scrolls are SPELLFAMILY_GENERIC * Bloodlust and Bloodthirst - different SpellFamilies * PRIEST * Devouring Plague and Shadow Vulnerability - different SpellIcons, so the result is false. (There is no spell called "Shadow Vulnerability," but the family flag points to Shadow Weaving) * Starshards - spell removed in 3.0.2 * DRUID * Omen of Clarity and Blood Frenzy - different SpellIcons * Wrath of Elune and Nature's Grace - different SpellIcons * Omen of Clarity and T4 Buffs - different SpellIcons * Leader of the Pack and Scroll of Stamina - Scrolls are SPELLFAMILY_GENERIC * Dragonmaw Illusion - one of the spells (40216) is SPELLFAMILY_GENERIC * ROGUE * Overkill - this exception deals with the two Overkill auras that both have SPELLFAMILY_ROGUE, so it can be moved up into the 'if' block. (not removed) * Garrote and Garrote-Silence - Garrote-Silence is SPELLFAMILY_GENERIC * HUNTER * Rapid Fire & Quick Shots - different SpellIcons * Serpent Sting & (Immolation/Explosive Trap Effect) - different SpellIcons * Wing Clip and Improved Wing Clip - Improved Wing Clip is SPELLFAMILY_GENERIC * Imp. Concussive Shot - spell 19410 no longer exists * PALADIN * Paladin Seals - handled by SpellSpecific checks; don't even think this method is called * Combustion and Fire Resistance Aura - Would return false due to having different SpellFamilies * Sanctity Aura and Unstable Currents - Unstable Currents is SPELLFAMILY_GENERIC * Band of Eternal Champion - uses SPELLFAMILY_GENERIC * SHAMAN * Shaman Shields - just want to note that the SPELL_ELEMENTAL_SHIELD SpellSpecific is never used (not removed) * Windfury Weapon and ??? - Not sure, but this looks like it used to handle the old Windfury totem and the passive for Windfury Weapon. So it's no longer needed. (The two spells affected by this check are 32911 and 33757) * Bloodlust and Bloodthirst - different SpellFamilies PATCH HERE It goes without saying, but please reply if you have any comments or if I managed to break something that was working before EDIT: Removed SpellIcon check completely, very experimental EDIT2: Put back SpellIcon checks for SpellFamily Generic spells until I figure out how to handle Food/Drinks and how to use SPELL_ATTR_EX2_UNK31 . EDIT3: Food/Drinks/Well Fed buffs no longer stack with each other, updated to 8379
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look here http://getmangos.eu/community/topic/8608/patch-exclusive-resistance-auras-and-aura-stacking-in-general/ it is the issue related to SpellHolders not stacking, where some auras (1 effect out of 3) is an effect that shouldn't stack, so the hodler is removed from target.
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What bug does the patch fix? What features does the patch add? Add use of SpellMod for melee spells, as needed ie for Zap, and rogue talents For which repository revision was the patch created? 11118 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. Bugreport by Feanordev @ http://getmangos.eu/community/post/131365/#p131365 Who has been writing this patch? Please include either forum user names or email addresses. me Tested by Feanordev (slightly different version) at http://getmangos.eu/community/post/131482/#p131482 diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index ed547cf..025b27f 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -5743,7 +5743,12 @@ SpellCastResult Spell::CheckRange(bool strict) return SPELL_CAST_OK; // with additional 5 dist for non stricted case (some melee spells have delay in apply - return m_caster->CanReachWithMeleeAttack(target, strict ? 0.0f : 5.0f) ? SPELL_CAST_OK : SPELL_FAILED_OUT_OF_RANGE; + float range_mod = strict ? 0.0f : 5.0f; + float base = ATTACK_DISTANCE; + if (Player* modOwner = m_caster->GetSpellModOwner()) + range_mod += modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, base, this); + + return m_caster->CanReachWithMeleeAttack(target, range_mod) ? SPELL_CAST_OK : SPELL_FAILED_OUT_OF_RANGE; } break; // let continue in generic way for no target }
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Sort of relates to what Schmoozerd was talking about http://getmangos.eu/community/viewtopic.php?id=15626 If some sort of map or zone scripting is added, I don't see why these outdoor PvP things couldn't be part of it. So this patch might be redundant in the future.
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This is very related to the thread: http://getmangos.eu/community/showthread.php?12303-[patch]-Apply-haste-rating-to-channeled-spells the latest version there was of sarjuuk: http://paste2.org/p/691345 I think for this glyph the dot-timing formula is absolutely the same.
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What bug does the patch fix? What features does the patch add? Makes Elune's Wrath disappear after instant Starfire casted. For which repository revision was the patch created? 8193 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=9144 Who has been writing this patch? Please include either forum user names or email addresses. Me. SpellAuras.cpp @@ -1269,10 +1305,11 @@ void Aura::HandleAddModifier(bool apply, bool Real) case 34936: // Backlash case 48108: // Hot Streak case 51124: // Killing Machine case 54741: // Firestarter case 57761: // Fireball! + case 64823: // Elune's Wrath (Balance druid t8 set) SetAuraCharges(1); break; } SpellModifier *mod = new SpellModifier;
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[Guide] Mangos Windows Setup
Auntie Mangos replied to a topic in OldInstallation, configuration & upgrades
hi everyone, i have an error when i try to compile. i'm using VC++ 2010 express on Windows 7 error (it says : "unable to start the program C:\\Users\\bidule\\Desktop\\mangos\\win\\VC100\\.\\game_Win32_Release\\game.lib The specified file is unknown or unsupported binary format. (i guess)) then, i added the directory as it said in this guide : guide (i adapted this to VC++ 2010 so i added these paths in the properties file of the project) but it's still the same error. does anyone have an idea ? thanks ps : sorry for my poor english -
I havn't any error with ahbot... meniacle patch here: 1_playerbot_10452
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its not removing status debuffs anymore can some one check this please ...using 10098
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Hi, Thanks for trying. I'm not really surprised you were unable to reproduce the crash, as I said in my last post they seem to be triggered randomly. I believe the crashes are caused by null values being passed as parameters to the HasAura functions (VC seems less tolerant of this than Gnu C++). Typical case There is two ways to tackle this. Either rewrite the Class AIs (long term solution), to avoid null values being being passed and or include checks in the HasAura functions to trap the null values. If the above highlighted code was rewitten to use nested if statements, you would prevent null values from being passed, but the code would be more verbose. if(STEALTH>0) if(!m_bot->HasAura( STEALTH ) && ai->CastSpell(STEALTH, *m_bot)) Alternatively, you included traps in the HasAura functions. I have already had some limited success with spellId; If your interested in helping, we could try some additional checks that may help. diff --git a/src/game/PlayerbotAI.cpp b/src/game/PlayerbotAI.cpp index 99852ea..0c0b602 100644 --- a/src/game/PlayerbotAI.cpp +++ b/src/game/PlayerbotAI.cpp @@ -876,7 +876,7 @@ bool PlayerbotAI::HasAura(uint32 spellId, const Unit& player) const bool PlayerbotAI::HasAura(const char* spellName) const { - return HasAura(spellName, *m_bot); + return (spellName) ? HasAura(spellName, *m_bot) : false; } bool PlayerbotAI::HasAura(const char* spellName, const Unit& player) const Hope this helps
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there's links on this one also. They just don't want to link game content to the actual server software because of legality reasons in the US (Russian laws probably differ from US by a lot. The US likes to protect a lot of intellectual property which makes it easy for companies, like bl!zz, to do lawsuits). http://getmangos.eu/community/showthread.php?84-3rd-party-projects-%28DB-scripting-forks-for-support-different-client-versions%29 However, this thread isn't for discussing this, it's to inform us and let us give thanks for them updating mangos to support client version 3.3.3a So thank you all the devs for your hardwork! I've been trying to be a little more active lately so it's more than thanking for updating to the new client but to say thanks for helping me learn new material! Woo! I actually could care less about client updates, i don't even host a server (and only run it when I'm bug testing a spell or something). But thank you none the less.
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I guess with 'Announce System New' you mean new-Announce-System"]this, I suggest you look at the code of that patch to see how they added the player name to their command and modify the normal announce command so that it works similarly.
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Well I haven't done client update yet, so I can only comment from experience of last milestone release. And not very surprisingly, the interest quickly dies after everyone has gone through extracting stuff from latest client...I'm no different there The maps built with x64 binaries did indeed work, despite the ancient, non-64bit approved libmpq. However i still do have the modified code from last milestone for newest (at that time) libmpq release somewhere, in case someone is interested now...but it probably needs an update now. About vmaps, I didn't adapt the extractor, but the assembler as that one took by far the longest for me. I still think I just have some wine problem that causes almost 100% CPU time to be system time rather than user time, but couldn't find a cause yet. Old patch: http://getmangos.eu/community/showthread.php?10403-fix-vmap-assembly-on-64bit-systems
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[patch][8944] Use SummonProperties.dbc and related
Auntie Mangos replied to Auntie Mangos's topic in ... acceptedOld
Don't foget that's there's another patch related, namely http://getmangos.eu/community/viewtopic.php?id=10280 -
http://getmangos.eu/community/viewtopic.php?id=5083 & http://getmangos.eu/community/viewtopic.php?id=4868
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[fix][dev]Fingers of Frost, Aura 262
Auntie Mangos replied to Auntie Mangos's topic in ... acceptedOld
it's because spell should use charges from 74396, not from self as already done in this patch. If we fix this then we will be able delete this part SetAuraCharges(3); // 3 because first is droped on proc it's a dirty hack now... Aura should be removed by something like this diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index 66a997d..a659ff6 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -2599,6 +2608,11 @@ void Aura::HandleAuraDummy(bool apply, bool Real) m_target->CastSpell(m_target, 45472, true); return; } + case 74396: + { + m_target->RemoveAurasDueToSpell(44544); + return; + } } // Living Bomb and diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index 5825a3e..49f8731 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -2760,6 +2768,13 @@ void Spell::cast(bool skipCheck) // Ice Block if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000008000000000)) AddPrecastSpell(41425); // Hypothermia + // Fingers of Frost + else if (m_spellInfo->Id == 44544) + { + // add aura 2 times, idk how to set 2 charges + AddPrecastSpell(74396); + AddPrecastSpell(74396); + } break; } case SPELLFAMILY_PRIEST: I'm currently trying to determine how to make aura 74396 to remove one stack at cast any mage spell... i'm confused i was tryed many ways, even using spell proc, but nothing won't remove one stack of spell at cast. need help...
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