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Ranger

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Posts posted by Ranger

  1. other procs:

    -- (67653) Coliseum 5 Tank Trinket ()
    DELETE FROM `spell_proc_event` WHERE `entry` IN (67653);
    INSERT INTO `spell_proc_event` VALUES
    (67653, 0x00, 0, 0x00000000, 0x00000000, 0x00000000, 0x00000008, 0x00000000, 0.000000, 0.000000, 45);
    
    -- (67670) Coliseum 5 CasterTrinket ()
    DELETE FROM `spell_proc_event` WHERE `entry` IN (67670);
    INSERT INTO `spell_proc_event` VALUES
    (67670, 0x00, 0, 0x00000000, 0x00000000, 0x00000000, 0x00010000, 0x00000000, 0.000000, 0.000000, 45);
    
    -- (67672) Coliseum 5 Melee Trinket ()
    DELETE FROM `spell_proc_event` WHERE `entry` IN (67672);
    INSERT INTO `spell_proc_event` VALUES
    (67672, 0x00, 0, 0x00000000, 0x00000000, 0x00000000, 0x00000044, 0x00000000, 0.000000, 0.000000, 45);
    
    -- (67667) Coliseum 5 Healer Trinket ()
    DELETE FROM `spell_proc_event` WHERE `entry` IN (67667);
    INSERT INTO `spell_proc_event` VALUES
    (67667, 0x00, 0, 0x00000000, 0x00000000, 0x00000000, 0x00004000, 0x00000000, 0.000000, 0.000000, 45);

  2.     // Check for immune
       if (pVictim->IsImmunedToSpell(spell))
       {
           if (spell->Id == 64382)
               pVictim->RemoveAurasBySpellMechanic(MECHANIC_IMMUNE_SHIELD); 
           else
               return SPELL_MISS_IMMUNE;
       }

    void Unit::RemoveAurasBySpellMechanic(uint32 mechMask)
    {
       Unit::AuraMap& auras = GetAuras();
       for(Unit::AuraMap::iterator iter = auras.begin(); iter != auras.end()
       {
           SpellEntry const *spell = iter->second->GetSpellProto();
           if (spell->Mechanic & mechMask)
           {
               RemoveAurasDueToSpell(spell->Id);
               if(auras.empty())
                   break;
               else
                   iter = auras.begin();
           }
           else
               ++iter;
       }
    }

            void RemoveAurasBySpellMechanic(uint32 mechMask);

  3. mns, maybe:

        for (GroupReference *itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
       {
           Map *map = itr->getSource()->GetMap();
           if (map && map->IsDungeon() && (player->GetBoundInstance(itr->getSource()->GetMapId(),itr->getSource()->GetDifficulty(true)) && !itr->getSource()->GetBoundInstance(itr->getSource()->GetMapId(),itr->getSource()->GetDifficulty(true)) || player->GetBoundInstance(itr->getSource()->GetMapId(),itr->getSource()->GetDifficulty(false)) && !itr->getSource()->GetBoundInstance(itr->getSource()->GetMapId(),itr->getSource()->GetDifficulty(false))))
           {
               return;
           }
       }

    ?

  4.         if (apply)
           {
               GameObject* obj = m_target->GetGameObject(48018);
               if (obj [b]&& m_target->GetDistance(obj) <= 40.0f[/b])
                   ((Player*)m_target)->TeleportTo(obj->GetMapId(),obj->GetPositionX(),obj->GetPositionY(),obj->GetPositionZ(),obj->GetOrientation());
           }

    works with 90xx mangos?

    yep

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