Agiko
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Posts posted by Agiko
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agiko it works correct now?
Yeah it should.. It working on my servers
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This should do it..
uint32 Unit::CalcArmorReducedDamage(Unit* pVictim, const uint32 damage) { uint32 newdamage = 0; float armor = pVictim->GetArmor(); // Ignore enemy armor by SPELL_AURA_MOD_TARGET_RESISTANCE aura armor += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, SPELL_SCHOOL_MASK_NORMAL); // Apply Player CR_ARMOR_PENETRATION rating and percent talents if (GetTypeId()==TYPEID_PLAYER) + { + + float maxArmorPen=0; + if (getLevel()<60) + maxArmorPen=400+85*pVictim->getLevel(); + else + maxArmorPen=400+85*pVictim->getLevel()+4.5*85*(pVictim->getLevel()-59); + // Cap armor penetration to this number + maxArmorPen = std::min(((armor+maxArmorPen)/3),armor); + // Figure out how much armor do we ignore + float armorPen = maxArmorPen*((Player*)this)->GetArmorPenetrationPct() / 100.0f; + // Got the value, apply it + armor -= armorPen; + + } - armor *= 1.0f - ((Player*)this)->GetArmorPenetrationPct() / 100.0f; + //armor *= 1.0f - ((Player*)this)->GetArmorPenetrationPct() / 100.0f;
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Arp work good for me, about 2/3 of total armur
Yes 2/3 of armor in plate? Might as well let warriors wear cloth now
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* What bug does the patch fix? What features does the patch add?
Fixes Armor penetration Cap
* For which repository revision was the patch created?
All Rev that supports 3.1.0 and greater
* Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.
Nope
* Who has been writing this patch? Please include either forum user names or email addresses.
Me
Armor Penetration is Incorrectly calaulated it was taking the entire armor of the victim, This is wrong.
The correct way is
If (level<60)
C=400+85*targetlevel
Else
C=400+85*targetlevel+4.5*85*(targetlevel-59);
CAP : (armor + C)/3.
From the cap we get the % of armor pen and times by the rating and that how much armor can be ignored
CAP*ArmorpenPct
Fix
uint32 Unit::CalcArmorReducedDamage(Unit* pVictim, const uint32 damage) { uint32 newdamage = 0; float armor = pVictim->GetArmor(); // Ignore enemy armor by SPELL_AURA_MOD_TARGET_RESISTANCE aura armor += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, SPELL_SCHOOL_MASK_NORMAL); // Apply Player CR_ARMOR_PENETRATION rating and percent talents if (GetTypeId()==TYPEID_PLAYER) + { + + float maxArmorPen=0; + if (getLevel()<60) + maxArmorPen=400+85*pVictim->getLevel(); + else + maxArmorPen=400+85*pVictim->getLevel()+4.5*85*(pVictim->getLevel()-59); + // Cap armor penetration to this number + maxArmorPen = std::min(((armor+maxArmorPen)/3),armor); + // Figure out how much armor do we ignore + float armorPen = maxArmorPen*((Player*)this)->GetRatingBonusValue(CR_ARMOR_PENETRATION) / 100.0f; + // Got the value, apply it + armor -= armorPen; + + } - armor *= 1.0f - ((Player*)this)->GetArmorPenetrationPct() / 100.0f; + //armor *= 1.0f - ((Player*)this)->GetArmorPenetrationPct() / 100.0f;
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on retail you cant interact with mobs in a different floor level (unreachable by melee range), any ranged attacks in that situation its just evaded, but that was on TBC, dunno now.
That i could prove you wrong... Agro a mob on retail and jump off a higher ground to lower not in LOS of the mob. The mob will take the Standard Route down to reach you, therefore you can... There are also come cases where you can shoot a mob from higher ground which will cause them to path their way up.
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Anyone seen this?
http://digestingduck.blogspot.com/
http://code.google.com/p/recastnavigation/
I tried it out in their Demo Provided with a object from the wow client and it works really fast and well,
It an open source so maybe we could pick some words and numbers out
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AH okay.. Thank you
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Is it possible to make an instance like Scarlet crusade Armory into a non instance place so it does not seperate people with different instance ID?
So i just want to find a way to make it global to all
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ahh So what the next step now?
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To fix the SoV Dot tick ... The damage is required to be scripted
I did this in Aura::HandlePeriodicDamage and it works
case SPELLFAMILY_PALADIN: { // Holy Vengeance / Blood Corruption[(0.013 * SPH + 0.025 * AP) * 5] if( m_spellProto->Id == 31803 || m_spellProto->Id == 53742) m_modifier.m_amount += int32(((0.013 * (((Player*)caster)->GetBaseSpellPowerBonus()) + 0.025 * (caster->GetTotalAttackPowerValue(BASE_ATTACK))) * 5)); }
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There is a bug in this patch somewhere... Your character name is unknown...NPC completly freezed
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So the packets are encrypted in?
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I think it's the opcode, for example u send SMSG_CONTACT_LIST, and client responds with CMSG_CONTACT_LIST, but when u send SMSG_WARDEN_DATA it don't responds cuz client dont have the module?
But if it does not have the module it would return a CMSG_WARDEN_DATA with a 0 ... But i dont get it at all
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I got a question...
What exactly is send in SMSG_WARDEN_DATA 0x00? I send the client 0x00,MD5,Seed but they dont seem to reply back
Last few days i was trying to implant this warden code into mangos, had some hard time clearing out the compilation errors, hardest error to clear was the linking error, took me a lot of time to find out that i should remove #define ZLIB_DLL from module.h other errors were more easy to remove, i may have implanted it not correctly and that causes the errors. So i finally start the server but it crashes instantly as someone try to log in i attach the debugger and looks like it crashes somewhere around:instance->module = memalloc(ctx->modules->size);
Guess because ctx->modules->size is not initialized but used? Prints size: 0 every time. Its really the last time i try to implant someone else code into mangos. Anyone else have tried to do it?
I tried
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In the client there is this command /console serveralert and when u type serveralert in the console.. it will trigger a message saying that the URL is set to SERVER_ALERT_URL
Wonder if that can be used
Fix for GM Ticket delete command.
in ... under reviewOld
Posted
Well Here the case. If a player creates a ticket and a GM deletes it. WITHOUT relogging the player cannot create anymore tickets until he relogs.
I fixed this by sending a SMSG_GMTICKET_DELETETICKET to the player in the HandleDelTicketCommand.
It seems that SendGMTicketGetTicket(0x0A,0) wipes out the display of a active ticket but the client thinks it still has an active ticket.
SO here there codes under HandleDelTicketCommand