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breakwater

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Everything posted by breakwater

  1. I have this Gameobject name: Twilight Portal id: 193988 type: 10 (Goober) spawntimesecs in gameobject table : -30 Line in Wiki for spawntimesecs: How i can "spawn" this gameobject in a script (make visible for players) ? Thoughts: the gameobject is spawn (in table gameobject)! i want use this object for 30 seconds PLZ help Thx
  2. I have NO problems with the gm command ".namego ???" Be sure that you make this command befor ".gm on" if you want into an instance.
  3. I have test this spell in raid and i saw that the spell make damage to near players. In my opinion this spell works very good. I don't know why nearby players get damage. I have increased the rollchance for more spikes and damage (50%)
  4. In my opinion is the creature really dead. Because the Spell has a Spell_script_target and i have only the choice in DB between alive creatures and realy dead creature. If I change in DB to alive creature, the spell goes maybe on really alive creatures. We have no favoritism between alive and "feigning death" creatures. It is bad to Update the Auras for dead creatures?
  5. I have make many test and its works perfect. I don't know why the target is (25, 0) (TARGET_DUELVSPLAYER, NO_TARGET) I have add a commit for the hero spell^^
  6. For Mangos Rev: 11040 The Spell Consume need a Core Part Attention! I have forked my git from rsa diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 3f33274..5667114 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -6735,6 +6735,11 @@ void Spell::EffectScriptEffect(SpellEffectIndex eff_idx) unitTarget->CastSpell(unitTarget, spellId, true); return; } + case 49380: // Consume: Spell of Trollgore nonhero + { + m_caster->CastSpell(m_caster,49381,true); + return; + } case 50217: // The Cleansing: Script Effect Player Cast Mirror Image { // Summon Your Inner Turmoil @@ -7092,7 +7097,13 @@ void Spell::EffectScriptEffect(SpellEffectIndex eff_idx) unitTarget->CastSpell(unitTarget, 59314, true); return; - } // random spell learn instead placeholder + } + case 59803: // Consume: Spell of Trollgore hero + { + m_caster->CastSpell(m_caster,59805,true); + return; + } + // random spell learn instead placeholder case 60893: // Northrend Alchemy Research case 61177: // Northrend Inscription Research case 61288: // Minor Inscription Research
  7. Hi, I need a UpdateSpells in dead creatures @@ -487,10 +487,11 @@ void Creature::Update(uint32 update_diff, uint32 diff) } break; } case CORPSE: { + Unit::_UpdateSpells( update_diff ); if (m_isDeadByDefault) break; if (m_corpseDecayTimer <= update_diff) { because i will fix the spell Corpse Explode with this Part of Code @@ -5209,10 +5209,27 @@ void Aura::HandleAuraPeriodicDummy(bool apply, bool Real) bool loading = (target->GetTypeId() == TYPEID_PLAYER && ((Player*)target)->GetSession()->PlayerLoading()); SpellEntry const*spell = GetSpellProto(); switch( spell->SpellFamilyName) { + case SPELLFAMILY_GENERIC: + { + Unit* caster = GetCaster(); + if(!apply) + { + switch(spell->Id) + { + case 49555: + caster->CastSpell(target,49618,true); + break; + case 59807: + caster->CastSpell(target,59809,true); + break; + } + } + break; + } case SPELLFAMILY_ROGUE: { if(!apply) { switch(spell->Id) Why this function is not in the creature update, i think it is realy useful? Is it dangerous? It reduces the speed from server too much? I hope someone can tell me Sry for my bad english
  8. Apply the 15% absorb while the Moonkin is stunned. diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index b4e4077..26f3060 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -6409,6 +6409,7 @@ void Aura::HandleShapeshiftBoosts(bool apply) break; case FORM_MOONKIN: spellId1 = 24905; + spellId2 = 69366; MasterShaperSpellId = 48421; break; case FORM_FLIGHT: diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 2ec911d..02635aa 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -2333,6 +2333,14 @@ void Unit::CalculateDamageAbsorbAndResist(Unit *pCaster, SpellSchoolMask schoolM RemainingDamage -= RemainingDamage * currentAbsorb / 100; continue; } + // Moonkin Form passive + if (spellProto->Id == 69366) + { + //reduces all damage taken while Stunned + if (unitflag & UNIT_FLAG_STUNNED) + RemainingDamage -= RemainingDamage * currentAbsorb / 100; + continue; + } break; } case SPELLFAMILY_ROGUE: Have Fun with this
  9. You are right. first post updated.
  10. The Spell Effect 3 of Touch the Nightmare(SpellEffectIndex 2) need a core Part diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index d915c73..d251e79 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -388,6 +388,13 @@ void Spell::EffectSchoolDMG(SpellEffectIndex effect_idx) } break; } + // Touch the Nightmare + case 50341: + { + if(effect_idx == EFFECT_INDEX_2) + damage = unitTarget->GetMaxHealth() * 0.3; + break; + } // Tympanic Tantrum case 62775: {
  11. Maybe we can make a Range check to near targets from real Target. Or is this a Hack? I am sry but i don't understand the Vehicle Way
  12. Vehicles? I don't think so. Why it should realize with vehicles?
  13. I have looked serveral videos from this attack. Acharvon shoot always 6 spikes in your destination, but not all 100 millisecond (therfore the random^^) 3 spikes out of the left hand and 3 spikes out of the right hand. therefore the for first loop Your are right ,the spikes from the dummy do the damage, but i don't know how i can realize this. and why blizzard make 4 dmg spells (2 nonhero spells(right and left hand) and 2 hero spells (right and left hand). If the dummy make damage, you only need 2 spells, one for hero and the other for nonhero. it not interested which hand make damage. A good hd video for you
  14. What bug does the patch fix? What features does the patch add? Fix the ScriptEffect of RockShards For which repository revision was the patch created? 10974 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. i don't know Who has been writing this patch? Please include either forum user names or email addresses. me the rollchance in patch is optional PATCHFILE or diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index c80895d..d915c73 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -6929,6 +6929,28 @@ void Spell::EffectScriptEffect(SpellEffectIndex eff_idx) return; } + case 58941: // Rock Shards + { + if (unitTarget && m_originalCaster && roll_chance_i(33)) + { + for (uint32 i = 0; i < 3; ++i) + { + m_originalCaster->CastSpell(unitTarget, 58689, true); + m_originalCaster->CastSpell(unitTarget, 58692, true); + } + if (m_originalCaster->GetMap()->IsRegularDifficulty()) + { + m_originalCaster->CastSpell(unitTarget, 58695, true); + m_originalCaster->CastSpell(unitTarget, 58696, true); + } + else + { + m_originalCaster->CastSpell(unitTarget, 60883, true); + m_originalCaster->CastSpell(unitTarget, 60884, true); + } + } + return; + } case 59317: // Teleporting { if (!unitTarget || unitTarget->GetTypeId() != TYPEID_PLAYER) Breakwater
  15. Mangos Version: 10784 Custom Patches: some How it SHOULD work: 2 Shadowspriest should cast mind flay or mind sear on the same Target at the same time. How it DOES work: if 2 Shadowspriest cast mind flay or mind sear on the same target at the same time the second shadowpriest interrupt the first shadowpriest. Have Anyone a solution of this problem? This Bug make it impossible for two Shadowpriest to fight together. Thx for Help
  16. Can you Show me your source or tell me why you know this so fast? Edit: You are right. I have ask some kids from blizz. the duration ist always modificated
  17. Update to Rev: 10784 http://paste2.org/p/1120413 Thx to all EDIT: with modifcation of all durations
  18. My solution of this Problem in a little hack https://github.com/Reamer/mangos/commit/f219a28f4b0fc78085f0d4f717073b1953d63b45
  19. Mangos Version:10784 Custom Patches: clean Mangos SD2 Version: no Database Name and Version : clean spell_chain and spell_proc_event table How it SHOULD work: Sudden Death should proc, if you attack with a melee weapon. Fingers of Frost should proc, only with a procchance of 7% (rang 1) and 15% (rang 2) How it DOES work: Sudden Death proc only on autohit Fingers of Frost proc always; procchance 100% If someone can help me, or know why is that, tell me thx
  20. Take a Look into Mangos.config
  21. 1. For this Quest you need also scriptdev2. 2. The Eye is a vehicle. Mangos doesn't support Vehicle
  22. with this sql. (44543,0,3,33555104,33555104,33555104,0,0,0,0,0,0,65536,0,0,7,0), (44545,0,3,33555104,33555104,33555104,0,0,0,0,0,0,65536,0,0,15,0), I have only a procchance from first rank with 7%. any idea, why i have not 15% procchance from Fingers of Frost with rank 2. Why is the Procflag 65536?
  23. At first, thank you for fast answer Can someone explain this fix? I don't understand. Is this a hack? Why not in master?
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