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Feanordev

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Posts posted by Feanordev

  1. Yes It is pretty important issue, breaks many spells like hunter traps, people leave and re-enter them without effect re-apply.

    This is kinda old bug ~2 months though I was partially sure its custom code issue... thus never reported (I doubt its reported anywhere already)

  2. Its actually proccing without Infusion of Light

    this is hack I made to fix it

    if(pVictim)
                           if(!pVictim->HasAura(53569, EFFECT_INDEX_0) && !pVictim->HasAura(53576, EFFECT_INDEX_0))
                               return SPELL_AURA_PROC_FAILED;

    Edit

    its in

    // Sacred Shield (buff)

    in UnitAuraProcHandler

  3. I dont think ASSERT in Unit::CanReachWithMeleeAttack is really good idea :P (better to return false)

    Cause void CreatureEventAI::DoMeleeAttackIfReady() calls getVictim() directly without any real checks so it can pass null pVictim pretty often imo

    After applying latest update it was minutes to get (I know I have lot of custom stuff but I don't think its just cause of my mods as victim calling etc is the same in CreatureAI

    http://mangos.pastebin.com/DLkS3845

  4. faramir118; can the charge stun handling be like;

    disable stun (return proc) in UnitAuraProcHandler

    and add stun cast in

    if (i_destinationHolder.HasArrived())

    {

    if(owner->GetDistance3d(m_target < 6)) // Stun should be added- only if warrior charges and target is still within melee distance (wont be applied if mage blinks while warrior charges)

    // Cast stun ?

    }

  5. When I had my outdoor pvp implemented long time ago (kicked it out as it all should be done in Scripts handled by small trigger - actual code is like, thousands of un-needed code)

    I had not FindMap but;

    Map * map = const_cast<Map*>(sMapMgr.CreateBaseMap(mapId));

    if(!map)

    {

    sLog.outError("Map (Id: %i) for AddObject cannot be initialized.", mapId);

    return false;

    }

    sObjectMgr.AddGameobjectToGrid(guid, &data);

    It will be more logical to have sMapMgr.CreateBaseMap(mapId) than FindMap ... thx also I would know who add this function

    what you mean who add this function ?

    Hmm Ambal, I used such code for few months and never had crash from outdoor so not sure what you mean either :P

  6. When I had my outdoor pvp implemented long time ago (kicked it out as it all should be done in Scripts handled by small trigger - actual code is like, thousands of un-needed code)

    I had not FindMap but;

    Map * map = const_cast<Map*>(sMapMgr.CreateBaseMap(mapId));

    if(!map)

    {

    sLog.outError("Map (Id: %i) for AddObject cannot be initialized.", mapId);

    return false;

    }

    sObjectMgr.AddGameobjectToGrid(guid, &data);

  7. I use Zergtmn's / RSA for very long (its really not that hard to get some patch from branch so waiting for prepared-to-run patch is just your lazyness ;) ) - Also if someone worked on old patch he should've used RSA (Zergtmn's) based system long time ago as compared its much better done...

  8. Stun is added when you reach target.

    Humm... When using mmaps, stun the target just after use the spell could be a problem. But this is related with MaNGOS, isn't it?

    Anyway, on retail, imagine that you charge and you must follow a large path. I supose that, if the target moves when you are charging, the position of the target is updated and you will finish the charge at target's real position, not at the target's initial position, and apply the stun in that moment. Or I'm wrong?

    Not sure if it happens in all cases but if warrior doesnt reach target on charge he will NOT stun target (target blinking directly after warrior start charging will make him 'avoid' stun)

    and yes instant charge stun is normal bug becouse in DBC its trigger-effect therfore is always casted on charge cast

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