Jump to content

michalpolko

Members
  • Posts

    311
  • Joined

  • Last visited

  • Donations

    0.00 GBP 

Everything posted by michalpolko

  1. Rev. 109xx From http://www.wowwiki.com/Arena_point#Formulae diff --git a/src/game/ArenaTeam.cpp b/src/game/ArenaTeam.cpp index 050b7fe..e8a9d4b 100644 --- a/src/game/ArenaTeam.cpp +++ b/src/game/ArenaTeam.cpp @@ -548,7 +548,12 @@ uint32 ArenaTeam::GetPoints(uint32 MemberRating) uint32 rating = MemberRating + 150 < m_stats.rating ? MemberRating : m_stats.rating; if(rating <= 1500) + { + if (sWorld.getConfig(CONFIG_UINT32_ARENA_SEASON_ID) >= 6) + rating = 1500; + points = (float)rating * 0.22f + 14.0f; + } else points = 1511.26f / (1.0f + 1639.28f * exp(-0.00412f * (float)rating));
  2. Confirmed, creatures should get in combat when our spell/attack is missed or resisted. And the patch looks ok
  3. Mangos rev. 109xx DB: UDB 39x How it works: When some spells are cast, there is no info about hitting on clients side. No miss, no hi etc. but mana is taken, cooldown is added etc. Such "dummy spell hits" occur for many spells, i.e. Execute, Whirlwind (Warriors spells), Mutilate and many more. How it should work: There should be always an effect for spells This problem has been reported a long time ago on my server, like a few months ago on some older revision.
  4. I would guess that it works the same as with arena queues...
  5. MonsterTextEmote for bosses is the same graphically as MonsterWhisper for bosses, the difference is that whisper is seen by the Unit given as parameter, and Emote is seen by everyone in some radius (100yd?)
  6. Confirmed. Also rating changes are wrong, like if both teams started with 4k rating.
  7. I had similiar problem with portals in Obsidian Sanctum (Sartharion encounter). AFAI remember, setting new, shorter spawn duration (1 second) and refreshing the GO didn't work, had to wait for the full initial duration. But maybe I remember wrong and it did work somehow
  8. put this info in a comment in code
  9. about 1 month ago I updated my branch with this patch and since then with ~200 testers RAM is getting overloaded really fast (8GB in 15minutes). When compiled w/o the branch there are no such problems. Such problem didn't appear a few months ago with pretty old revision of the patch.
  10. thank You, it worked also, there is a typo in mangosd.conf in comment: and in actual config line: Maps instead of Map, typo
  11. I didn't read the whole topic so I'm not sure if this was already written here, but... I think I found a bug connected to this patch, more precisely in MoveChase(). If a player is being attacked by a creature and moves (backwards) very slowly (push and release S or back arrow quickly), step by step, he/she can move away from creature's attack radius and the creature won't come closer if the player won't move with longer "path" (I mean if You simply run and don't stop then it will chase You, but when move step by step then it will not do so). If tanks has a lot of aggro, then he/she can move away from boss and stand still, not being hit by boss' autoattack. The problem doesn't appear on clean core so I'm guessing that it's the "pathfinding" issue.
  12. Just this part says, that cooldown should be processed in Judgements case, so probably there are more auras which currently also work in a wrong way - can't have proc cooldown, but should as we can see. If this is not added, then in Judgement proc handling we have cooldown = 0 always (default), in other similiar auras case - the same, so we can't fix some proc events cooldowns.
  13. Yeah, I know, if I will gather info about it i will post judgements cooldown patch separately. Right now please review the main patch, as in title - allow processing cooldown for auras applied on all units. It's like closed door for further research.
  14. Hm, now that I look at this patch, maybe cooldown should always be processed for proc aura's caster, not the target?
  15. " the effect can not trigger more than once every 4 seconds." If it was to be 1 per person, then there would be something like " the effect can not trigger more than once every 4 seconds per attacker." I think
  16. Mangos Rev. 10865 Proc auras can't use cooldown when aura is applied to unit of other type than player. Example, Judgements: Patch notes from 3.0.2: http://www.wowwiki.com/Patch_3.0.2 I didn't find any more info in later patch notes so this probably wasn't changed. Right now Judgements proc always so 25ppl raid gets so much healing and mana from judgements... Back to the topic... So when I try to fix the 4 sec. cooldown, the aura that proc's the judgement effects when applied to creatures simply proc every time, with no cooldown (cooldown is set to 0 by default). Simple patch for allowing cooldown for non-players: http://pastebin.com/KAiQS5yE Patch for Judgements cooldown: http://pastebin.com/Aue2zWPs And SQL for this: http://pastebin.com/WdVHduuN I tested this and looks like it works correctly, only 1 raid member gets heal/mana from judgement every 4 seconds (as described in patch notes).
  17. Emsy, Your hotfix deleted rating losing when leaving queue after being invited to the arena, or before (which would be wrong)?
  18. I tried parts for cooldown (changing the original spell id and sending cooldown event for it) but it didn't work I'll stick to my solution for now... And I have another problem, guardian ghoul isn't summoned. EffectSummonType() doesnt even get executed. Log looks like this: Sending SMSG_SPELL_START id=46584 Sending SMSG_SPELL_GO id=46584 Spell 46584 Effect1 : 77 Sending SMSG_SPELL_GO id=46585 Spell ScriptStart spellid 46584 in EffectScriptEffect Spell 46584 Effect2 : 3 P.S. Am I wrong or You are using some custom pets patch? Multiple pets handled, more pets stats implemented? What patch is this?
  19. If not resurected You have to talk to the npc again and the counter starts from the beginning, this problem occurs pretty often.
  20. Common problem in scripting (i.e. Malygos casts that spit spell which explodes and creates the barrier, when player hit by this explosion the barrier isn't cast, solution described by zergtmn fixes such problems. But there should be some general solution, like if (some passive flag) don't enter combat, nor evade mode, just stand still
  21. SPELL_ATTR_EX6_UNK23 = 0x00800000 seems to be "non stacking DEBUFF" and SPELL_ATTR_EX6_UNK26 = 0x04000000 seems to be "non stacking BUFF" And there is also something interesting, Sunder Armor aura does not have SPELL_ATTR_EX6_UNK23, BUT Sunder Armor client spell which has effect TriggerSpell (which is the aura) has this flag. So maybe there should be check if the aura or spell which triggered the aura has the flag.
  22. Auras stacking. Huge problem in mangos right now.
  23. some links to spells please
  24. Thank You for reply I think I'll recheck caster - target when this aura has a proc. Maybe checking target is even unnecessary. Also will check this solution from Lock'n'Load, thank You
×
×
  • 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