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michalpolko

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Everything posted by michalpolko

  1. thx darkstalker, I added this and updated the first post.
  2. ok, thx for the valuable info hmm, maybe magnetic pull should work like: in handling EffectDummy(): if (m_caster->GetEntry() == FEUGEN_ENTRY) { if (unitTarget->GetEntry() == STALAGG_ENTRY) if(Unit *pVictim = unitTarget->getVictim() ) pVictim->CastSPell(m_caster, 54485, true); } else if (m_caster->GetEntry() == Stalagg_ENTRY) { if (unitTarget->GetEntry() == FEUGEN_ENTRY) if(Unit *pVictim = unitTarget->getVictim() ) pVictim->CastSpell(m_caster, 54485, true); } sth like this maybe will do. but theres also the second Dummy effect with similiar parameters. I wonder what for... I implemented swapping threat in SD2 script. I think it should be moved here...
  3. http://www.wowhead.com/npc=16218 "The location of this NPC is unknown." such info usually appears on wowhead at NPCs that are summoned by some other NPC, thats why i summon them. thanks for sharing your script Mine is at similiar stage, I'm preparing to fix Magnetic Pull (right now I'm using some other spell, for easier development). are You 100% sure about: "* if add back to 60y reapply chain, stop casting shocks"? I will also share my script later
  4. I resumed my work with Thaddius. In my script it looks like this: Thaddius summons 2 coils at reset. Coils cast their chain spells. Encounter begins. X leaves 60yd radius from tesla area and the coil starts casting shocks. Chain is still visible. When X comes back near tesla, the chain disappears as well as shocks stop being cast. shouldn't this be: if chain is broken, wipe all the raid, then EnterEvade? st like: if (!target->getVictim() ) target->EnterEvade() ?
  5. Oh, it is proc handling, ok. But what if in this small difference of time between proc and proc handling m_caster will somehow lose its aura? I always check pointers, it's just more safe.
  6. breakwater, m_caster->GetAura(50720,EFFECT_INDEX_0))->GetCaster() no aura = crash?
  7. Thanks for the patch. Are You working at Vigilance http://www.wowhead.com/spell=50720 ? It seems to be a similiar spell.
  8. how about checking if caster HasAuraType(SPELL_AURA_#262) in CheckCast()? I know that it is still unresolved what this aura really is... I'll check the rest of spells with this aura type. something like: - if (m_caster->isInCombat() && IsNonCombatSpell(m_spellInfo)) + if (m_caster->isInCombat() && IsNonCombatSpell(m_spellInfo) && !HasAuraType(SPELL_AURA_262)) plus of course the whole stuff connected with adding the new SPELL_AURA_TYPE ;p I think it should be called SPELL_AURA_MOD_IGNORE_SPELL_RESTRICTIONS
  9. what about Effect#1: Apply Aura #262? shouldn't it be handled somehow in this case? this patch looks like an ugly hack to me...
  10. You can find it implemented in the latest official revision of MaNGOS
  11. I think that it should work like this: http://pastebin.com/Bvj6LheS implemented searching for ComboTarget, thx to Most_Mangos. SQL: DELETE FROM `spell_proc_event` WHERE `entry` IN (51698, 51700, 51701); INSERT INTO `spell_proc_event` VALUES (51698, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16|256|4096|16384|65536|262144, 2, 0, 0, 0); since 3.3.x or something like that, there is 1 second cooldown for receiving combo point from this talent, so Cooldown hadled by spell_proc_event database table is outdated. We need to check if the rogue has 51699 Dummy aura (duration 1sec) - this is our cooldown for the talent. every rogue in party has own cooldown which is this dummy aura. unfortunatelly there are some problems with stacking 52916 and 51699 SpellAuraHolders or something like that and the part with cooldown doesnt work in this patch.
  12. Stalagg and feugen chains need spell_script_targets in the database afaik, You should include that in the patch. it looks good. there are some problems like not working after wipe, but it must be some issue connected with channeled casting of chains by coils. I'm trying to work it out right now.
  13. MaNGOS revision: 10154 What does the patch fix? Checking if a spell has attribute SPELL_ATTR_IMPOSSIBLE_DODGE_PARRY_BLOCK in IsSpellBlocked(). As a bug report: currently Overpower can be blocked (but shouldn't). diff: diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index d56e6de..a666e38 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -2843,11 +2843,11 @@ void Unit::SendMeleeAttackStop(Unit* victim) ((Creature*)victim)->AI().EnterEvadeMode(this);*/ } -bool Unit::IsSpellBlocked(Unit *pCaster, SpellEntry const * /*spellProto*/, WeaponAttackType attackType) +bool Unit::IsSpellBlocked(Unit *pCaster, SpellEntry const *spellEntry, WeaponAttackType attackType) { if (HasInArc(M_PI_F,pCaster)) { - /* Currently not exist spells with ignore block + /* // Ignore combat result aura (parry/dodge check on prepare) AuraList const& ignore = GetAurasByType(SPELL_AURA_IGNORE_COMBAT_RESULT); for(AuraList::const_iterator i = ignore.begin(); i != ignore.end(); ++i) @@ -2859,6 +2859,13 @@ bool Unit::IsSpellBlocked(Unit *pCaster, SpellEntry const * /*spellProto*/, Weap } */ + if (spellEntry) + { + // Some spells cannot be blocked + if (spellEntry->Attributes & SPELL_ATTR_IMPOSSIBLE_DODGE_PARRY_BLOCK) + return false; + } + // Check creatures flags_extra for disable block if(GetTypeId()==TYPEID_UNIT && ((Creature*)this)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_BLOCK )
  14. crashes stopped after reverting part of code in Unit::SetPet and Unit::SetCharm
  15. it crashes while loading Player and player's stats are all 0. still cant find the issue ;/
  16. I got crashes with this patch while loading character. it's stats where all 0. my rev is 10154
  17. bumping in the name of warrior's justice! fix is simple, so pls at least take a look
  18. try to cast Blizzard with chill effect from talent. Fingers of Frost gets bugged in this situation and doesn't drop charges; it also applies up to 9 charges.
  19. hi, the bug seems to exist in the clean core also. please confirm.
  20. in other words, point out a diminishing group on http://www.wowwiki.com/Diminishing_return which is applied to only one skill. there aren't any so there should be a new DR group for charge only. Please test and comment.
  21. someone told me that there is some rogue's spell or talent that has this bug of giving 'extra' cp. I wonder what's the cause of this.
  22. when i was testing it i modified my rogue's energy to 9999 and spammed Sinister Strike. I also got some 'bonus cp', so I reverted the patch and... still got those extra cp. so I suppose that it's a problem with global cooldown on spells, or maybe something else. but You say, that You were having those extra cp with crits only. Were they rogue's with the talent crits or someone in rogue's group? When I was testing it in a group, it always granted rogue 1 cp from the talent. The problem existed only when I spammed sinister strike with a lot of energy.
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