kbz
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Everything posted by kbz
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[11141][Patch] Fix SpellMod for melee-ranged spells
kbz replied to Auntie Mangos's topic in ... acceptedOld
non improved version is melee range with talents this grows, afaik it should work w/o issues (at least my testers havent reported anything bout this) -
[11141][Patch] Fix SpellMod for melee-ranged spells
kbz replied to Auntie Mangos's topic in ... acceptedOld
60 yard sap? -
the difference is: you're just porting... cyberium is writing it from scratch as they say... "patience is a virtue"
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Mangos Version: 11044 Custom Patches: none related SD2 Version: ScriptDev2 (for MaNGOS 10950+) Revision [2636] Database Name and Version : YTDB_0.14.1_R581_MaNGOS_R11043_SD2_R1952_ACID_R307_RuDB_R38.6 How it SHOULD work: Player and creature spells which finished casting before dying should be updated after death (say this spell should land on target (its triggered on death) How it DOES work: well the behaviour is lil'bit strange: i can make creature cast it (on death) sometimes the visual will show sometimes not (random... idk why) even if the visual gets to us, we dont get hit by the spell (because its no longer updated) if you make creature respawn (and we are in the same grid) we will get hit out of nowhere by the spell the point is: even after death creature/player spells should be updated
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this isnt related to the core but to the script engine, ask to your script library provider
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this may be a rather old post but: if a victim is immune and say you cast a fireball at it: victim loses immunity b4 the fireball hits fireball wil ldo damage currently it doesnt and its tagged as "immune"
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cant be called a player bot but a "charmed unit AI" or something like that and yes, blizz servers make MC'd players cast spells (and hit kinda hard D:)
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there was one more thing bout this... spell reflecting any spell applies full "creature" duration of spell leading to: 50 second sheeps...
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easy way: play with phasemasks.
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interpretation: you can enter instances while boss encounter is in progress. i think there was a fix somewhere in the forums, not sure it made it into the core tho...
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old feature still required, however the meaning may be wrong SPELL_PROC_ON_DEATH doesnt refer only to caster's death but to Aura target's death and on 3.3.5 dbc there's 23 spells with this procflag
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something like... BossEncounterMgr ? (just a shot, may be wrong)
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im pretty sure low level instances dont bind on boss kill so this CREATURE_FLAG_EXTRA_INSTANCE_BIND doesnt cover all bosses..
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not sure about namego function, i usually use .appear while in GM mode (invisible btw)
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some kill credits are granted through spells... others via direct killing X mob...
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the last executed event on all crashes is UpdateAI call from mob_legion_flameAI add some debug messages on the update function and check which call is causeing the crash, then write some fix to it (not related to core but to script library)
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you're welcome
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quoting the first 2 comments from wowhead:
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if any of the members from the group joined via "random dungeon" (normal or heroic) gets this buff, dont have an active sub atm, but my guess is: as soon as a member joins the group via Random Dungeon the group gains this "buff"
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4.x and cataclysm isnt yet supported (officially).
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TARGET_DUELVSPLAYER doesnt have a good name (its not leading to its mechanic) usually TARGET_DUELVSPLAYER links 2+ units with some aura and apparently the only reason it got its name its from spell "Duel"
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Unit::_UpdateSpells( update_diff ); in CORPSE DeathState
kbz replied to a topic in OldGeneral discussion
u sure the creature is really dead? or just "feigning death"? -
CD on LFG is still applied
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unless im mistaken that part is correctly handled in TC (or was... havent tried it in a while) maybe the opcodes are there but not yet active(?)
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well the classes you eliminate -> hardcore classes (affli locks ftw!) anyways, keep it up is a nice "feature" to have..
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