Ambient5
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Posts posted by Ambient5
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Bump. Simple & very important.
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What bug does the patch fix? What features does the patch add?
This will fix non-offensive seals (Wisdom, Light, Justice) dealing no damage at Judgement. They have no dummy aura with damage judgemnts spell that is triggered when seal is judged. Instead there is one spell for them - 54158, as they have same formula. I suggested that this spell is used this way before but was able to find proof only recently in combat logs from offy.
For which repository revision was the patch created?
8512
Who has been writing this patch?
Me
Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.
Bunch of them.
diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index fe7a4e5..36770fb 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -669,6 +669,12 @@ void Spell::EffectSchoolDMG(uint32 effect_idx) { damage+=int32(m_caster->GetShieldBlockValue()); } + // Judgement + else if (m_spellInfo->Id == 54158) + { + // [1 + 0.25 * SPH + 0.16 * AP] + damage += int32(m_caster->GetTotalAttackPowerValue(BASE_ATTACK) * 0.16f); + } break; } } @@ -5404,12 +5410,15 @@ void Spell::EffectScriptEffect(uint32 effIndex) sLog.outError("Unsupported Judgement (seal trigger) spell (Id: %u) in Spell::EffectScriptEffect",m_spellInfo->Id); return; } - // all seals have aura dummy in 2 effect + // offensive seals have aura dummy in 2 effect Unit::AuraList const& m_dummyAuras = m_caster->GetAurasByType(SPELL_AURA_DUMMY); for(Unit::AuraList::const_iterator itr = m_dummyAuras.begin(); itr != m_dummyAuras.end(); ++itr) { SpellEntry const *spellInfo = (*itr)->GetSpellProto(); - // search seal (all seals have judgement's aura dummy spell id in 2 effect + // search seal (offensive seals have judgement's aura dummy spell id in 2 effect if ((*itr)->GetEffIndex() != 2 || !spellInfo || !IsSealSpell(spellInfo)) continue; spellId2 = (*itr)->GetModifier()->m_amount; @@ -5418,6 +5427,18 @@ void Spell::EffectScriptEffect(uint32 effIndex) continue; break; } + // if there were no offensive seals than there is seal with proc trigger aura + if (!spellId2) + { + Unit::AuraList const& procTriggerAuras = m_caster->GetAurasByType(SPELL_AURA_PROC_TRIGGER_SPELL); + for(Unit::AuraList::const_iterator itr = procTriggerAuras.begin(); itr != procTriggerAuras.end(); ++itr) + { + SpellEntry const * spellInfo = (*itr)->GetSpellProto(); + if ((*itr)->GetEffIndex() != 0 || !spellInfo || !IsSealSpell(spellInfo)) + continue; + spellId2 = 54158; + } + } if (spellId1) m_caster->CastSpell(unitTarget, spellId1, true); if (spellId2)
Issues:
- For some reason other judgement spells have ther AP coefficient hardcoded (for example judgement of righteousness, which is practically same as 54158), so i did same.
- Spell is 28lvl spell and suffer from downranking so the damage is lower than expected.
DELETE FROM `spell_bonus_data` WHERE `entry` IN (54158); INSERT INTO `spell_bonus_data` VALUES (54158, 0.25, 0, 0, 'Paladin - Judgement');
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The spell that is procced has a spellLevel of 1, so the coefficient is subject to downranking, and for a level 80, it'd only get ~0.007 * SP instead of 0.1 * SP.
I wonder if there is attribute or something because i'm tired of spells being suffered from unneeded downranking =\\
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What bug does the patch fix? What features does the patch add?
This will allow showing healing done by player totems in combat log.
For which repository revision was the patch created?
8165
Who has been writing this patch?
Me
Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.
Didn't saw.
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Maybe i`m wrong, if this the correct thread for this, but i got strange behaviour with this quest.
You need at least two source items, to transform to one target item. One Source item will still remain in inventory. If you have only one src item in inventory the message "requires source item" will be displayed.
Maybe this has something to do with the sequence the spells are cast.
Anyhow this happens in at least one more cases, so maybe this is a general problem?
Regards warrior
Yes it is. On 0.12 branch (donno the revision) if you have just one reagent in inventory and you use mixture - reagent just will disappear BUT if it works correctly we should get either required meat or toxic meat, which happens only when we have TWO or more reagents in inventory. I'm also know the analogic quest http://www.wowhead.com/?quest=5206 where Fetid Skulls http://www.wowhead.com/?item=13157 required for creating resonating skulls, and again you need two of them or more or reagents just go waste without creating even grey trash item (there is 50% chance of creating gray item or quest item when the spell works correctly). The more funny thing is players can't complete quest because youll never have two of them in the end to create the final item - Fetid Skulls just stop dropping.
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For gui try KDevelop, also upcoming Qt Creator is very nice. With a little effort you can make/import project into them for mangos. Btw KDevelop supports valgrind as plugin =)
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Hmm, shouldent the 'second' (offhan) 2-h weapon be sent in mail if its still equiped when this talent is unlearned !?
Well, when i'm last time checked shaman dual wielding, when you unlearn the talent and log in back you still have weapon equipped But you can't equip it back though once unequipped.
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LL its a long long e.g. int64. And '00' makes no difference between 0x002000LL and 0x2000LL.
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To be honest I think they worked around this typo. I tried this patch and it caused quests to display incorrectly when interacting with an NPC.
This patch doesn't change any functionality, how it is supposed to broke quests? O_O
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+ m_InstancedMaps.erase(itr++); // why itr++ ?
If i understood it properly because otherwise iterator won't be incrementable and we will have a crash =)
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Geez, you don't have to install .Net Framework, as mangos don't use CLR, neither the whole Visual Studio 200* Express, you just need to install Visual C Runtime (about 5 mb from MS).
Update dodge calculation (diminishing returns)
in ... acceptedOld
Posted
Just a note: dr for stats are implemented in fantastic TankPoints. I can't tell how correct they are though.