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breakwater

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Posts 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:

    Time in seconds for this object to respawn.

    Using a negative value will result in the object starting out by being "despawned" until a script will spawn it. It will then despawn after the amount of time specified here has passed.

    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. u sure the creature is really dead? or just "feigning death"?

    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?

  3. 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

  4. 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

  5. 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 :D

  6. 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:
                        {

  7. why so many casts, specialy first loop unclear... and 2 damage in same time spell cast

    you sure that 2 dummy spell is main spell for difficalties casting and script spell just select one from.

    And damage casts is part of this dummy spell code.

    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

  8. 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

  9. 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

  10. 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

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