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pasdVn

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Everything posted by pasdVn

  1. The hunter Talent T.N.T. can be triggered by immolation trap, explosive trap and explosive shot: INSERT INTO `spell_proc_event` (`entry`, `SchoolMask`, `SpellFamilyName`, `SpellFamilyMask0`, `SpellFamilyMask1`, `SpellFamilyMask2`, `procFlags`, `procEx`, `ppmRate`, `CustomChance`, `Cooldown`) VALUES (56333, 0, 0, 4, 0, 512, 0, 0, 0, 0, 0), (56336, 0, 0, 4, 0, 512, 0, 0, 0, 0, 0), (56337, 0, 0, 4, 0, 512, 0, 0, 0, 0, 0); Because the the direct damage spell of explosive shot is only a triggered spell itself, we have to allow explicitly to trigger other spells: From 1541470a4b1674666863ddea2754a3cf95bfafd9 Mon Sep 17 00:00:00 2001 From: pasdVn <[email protected]> Date: Tue, 20 Jan 2009 22:23:02 +0100 Subject: [PATCH] fixed talent T.N.T. allow spell 53352 (triggered) to trigger other spells --- src/game/Spell.cpp | 4 ++-- 1 files changed, 2 insertions(+), 2 deletions(-) diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index b59412b..2bd71b8 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -699,8 +699,8 @@ void Spell::PrepareDataForTriggerSystem() case SPELLFAMILY_ROGUE: // For poisons need do it if (m_spellInfo->SpellFamilyFlags & 0x000000101001E000LL) m_canTrigger = true; break; - case SPELLFAMILY_HUNTER: // Hunter Rapid Killing/Explosive Trap Effect/Immolation Trap Effect/Frost Trap Aura/Snake Trap Effect - if (m_spellInfo->SpellFamilyFlags & 0x0100200000000014LL) m_canTrigger = true; + case SPELLFAMILY_HUNTER: // Hunter Rapid Killing/Explosive Trap Effect/Immolation Trap Effect/Frost Trap Aura/Snake Trap Effect/Explosive Shot (the single target damage spell -> 53352) + if (m_spellInfo->SpellFamilyFlags & 0x0100200000000014LL || m_spellInfo->SpellFamilyFlags2 & 0x200) m_canTrigger = true; break; case SPELLFAMILY_PALADIN: // For Holy Shock triggers need do it if (m_spellInfo->SpellFamilyFlags & 0x0001000000200000LL) m_canTrigger = true; -- 1.6.0.2.1172.ga5ed0 Tested and working. OT: One thing coming to my mind when fixing this bug: Is it off- like that the triggered spell of explosive shot (Id: 53352) consumes mana one more time? This is a bit strange for me :-/ Edit: Ok, I think this is because for "thrill of the hunt". pasdVn
  2. Two small typos of the last revisions: From 346d0073a39786a30959d30311451c88e22467e2 Mon Sep 17 00:00:00 2001 From: pasdVn <[email protected]> Date: Tue, 20 Jan 2009 01:21:18 +0100 Subject: [PATCH] Fixed two typos --- src/game/SpellAuras.cpp | 2 +- src/game/Unit.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index 08fef1f..ee47e78 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -6543,7 +6543,7 @@ void Aura::PeriodicDummyTick() if (!caster) return; // Skip 0 tick - if (m_duration < m_modifier.periodictime) + if (m_duration > m_modifier.periodictime) return; int32 damage = caster->CalculateSpellDamage(spell, GetEffIndex(), GetBasePoints(), m_target); damage+=caster->GetTotalAttackPowerValue(RANGED_ATTACK) * 8 / 100; diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index abbe272..6dfc034 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -5259,7 +5259,7 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu { triggered_spell_id = 57669; target = this; - return true; + break; } // Lock and Load if ( dummySpell->SpellIconID == 3579 ) -- 1.6.0.2.1172.ga5ed0
  3. Ahh, I already new about rebase, but the patch option in the interactive menu of git add was what I was looking for :-) Anyway I found out what was wrong: In the code all indentations are done by normal whitespaces (or at least they are saved as normal whitespaces). I normally use tab to indent a line... Git interpreted those to methods different and therefore added those line to the diff. Updated first post with a good looking diff. And now back to topic^^ Edit: That's what I mean ;-)
  4. Hey guys :-) Bug: In Unit::UpdateSpeed currently the creatures base movement speed (stored in the creature template) is not added as a speed modifier. Example: Cast Wing Clip (2974) on a quite fast mob (let's say 2.0 speed). The new speed the mob will have is not 50% of the 2.0 speed but 50% of 1.0 speed. Additionally the mob won't get back its originally speed after respawn... Sollution: Add the creature base speed to Unit::UpdateSpeed. Additionally I added a fixed speed of 1.15 to summoned and hunterpets (off-like), so that they will have their own owner-independent speed (so in the current revisions the pet also slows down if the owner is slowed down...) General speed fix: http://github.com/pasdVn/mangos/commit/3167d7d451fdc8ef9a2a68cb9244b66ae8693fb1 Only problem is now, that the pet stops sometimes when following (because off the 15% higher speed of the owner). Therefore I created another patch that implements a dynamic speed adaption for the targeted movement generator. Dyn. speed adaption: http://github.com/pasdVn/mangos/commit/89104e9fa01fae88924a1ec673d91dad1d09d5d3 One more small additional patch, that in fact has nothing to to with the creature speed. It just makes the TMG recalculate the target koordinates instead using StopMoving(). This will make a speed change will look more smoother in the client. Problem ist that with StopMoving() we send a monstermove to the current location that is shown as a short stop in the client. Recalculating will send a monstermove to the correct target location so that there are no gaps anymore in the movement. I suggest to apply this patch, too when trying the speed adaption, because it just looks better when your pet comes close and reduces speed ;-) speed change patch: http://github.com/pasdVn/mangos/commit/6e8e375788c612f888d2ca279ae607825430d883 Complete branch: "git fetch git://github.com/pasdVn/mangos.git move_speed" pasdVn -------------------------------------------- OffTopic, Just a git related Question: How can I avoid lines like this: * bool canFly() const { return GetCreatureInfo()->InhabitType & INHABIT_AIR; } * - ///// TODO RENAME THIS!!!!! * + ///// TODO RENAME THIS!!!!! * bool isCanTrainingOf(Player* player, bool msg) const; I added a new line there but removed it again. Git still notices a change there. But I didn't left there any whitspace, tabulators or anything else so it should be as before :-(
  5. I doubt that 130 is really REDIRECT_THREAD. I think it's the dummy aura that in fact redirects the thread. Would be more logical for me (redirect thread as long as you are affected by the aura), but only my oppinion. Maybe 130 does anything else the we don't know until know :huh: Why should Aura #226 should not be a periodic dummy? Seems logical if it triggers this spell http://wotlk.wowhead.com/?spell=56298 every period.
  6. Tried this also with the old autorepeating spells version in the meantime, but the problem remains :mellow: so this seems really to be a change in the client.
  7. I only added this because all checks in HandleAttackSwingOpcode() have those error log outputs Don't know if there is really a need for any of those debug messages. Edit: Hmm... those checks and arror messages are originally only against cheating/ hack using, am I right!?
  8. Bug (I think it is not reported yet): Take a hunter and make sure that the autoswitch between autoshot and autohit is enabled (menue->Interface->Combat; on default this option is activated). Start a melee combat with a mob and kill the mob by .die (the command), or anything else.. pet, other player, etc. during the comabt. What happens: Quite often (but not always) the hunter stays in autohit mode (mostly the button is not toggled on in the client, but you can recognize it by the fight posture of your char). In this state you can not start melee or use autoshot at a new target before you reset this state by reloging. What's the reason?: I don't know exactly why but the client sends some strange ClientMessages. After the mob died he sends CMSG_ATTACKSWING with the dead mod as target and than an SMSG_ATTACKSTOP. Because the server does not accept dead targets in Unit::Attack() AttackStop() won't call SendAttackStop what makes the client not cancel autohit while out of combat. Client won't send any new CMSG_ATTACKSWING or Autoshot cast messages so that only the relog can reset this state... This strange behaviour occured only with this open mentioned interface option (as far as I investigated the problem),... sometimes also if you kill a mob by yourself with one hit. Don't know how long this problem exsist (maybe it is also connected with my past autorepeat spells patch?). The fix: Check if the target is dead in WorldSession::HandleAttackSwingOpcode() and call SendAttackStop. Index: src/game/CombatHandler.cpp =================================================================== --- src/game/CombatHandler.cpp (revision 6458) +++ src/game/CombatHandler.cpp (working copy) @@ -57,6 +57,15 @@ return; } + if(!pEnemy->isAlive()) + { + sLog.outError( "WORLD: Enemy %s %u is not alive",(IS_PLAYER_GUID(guid) ? "player" : "creature"),GUID_LOPART(guid)); + + // stop attack state at client + SendAttackStop(pEnemy); + return; + } + _player->Attack(pEnemy,true); }
  9. The huntertalent "resourcefulness" (http://www.wowhead.com/?spell=34493) should affect all hunter's melee abilities. This patch adds the affect for "disengage"(http://www.wowhead.com/?spell=781). DELETE FROM `spell_affect` WHERE `spell_affect`.`entry` = 34491 AND `spell_affect`.`effectId` = 0 LIMIT 1; DELETE FROM `spell_affect` WHERE `spell_affect`.`entry` = 34492 AND `spell_affect`.`effectId` = 0 LIMIT 1; DELETE FROM `spell_affect` WHERE `spell_affect`.`entry` = 34493 AND `spell_affect`.`effectId` = 0 LIMIT 1; INSERT INTO `spell_affect` ( `entry` , `effectId` , `SpellFamilyMask` ) VALUES ('34491', '0', '70368744177858'), ('34492', '0', '70368744177858'), ('34493', '0', '70368744177858'); pasdVn
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