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DiffuSer

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Everything posted by DiffuSer

  1. traponinet, your patch based on Tasssadari repo?
  2. Confirm at 9516 core revision.
  3. The weapon is called and visually looks correctly, but in half of cases simply costs, sometimes beats physical attack. At least in a broad gull there are no messages that the weapon uses spells.
  4. Patches do not working after switch to 3.3.2 client. Spell 64411 changed in DBC and do not have triggered spell.
  5. Patch from first post working very well. Commited part of this patch isn't working.
  6. Totem Rank 9 always healing 25. Without any items or with T10 Regalia set. SPD Bonus do not applying. Any sql needed?
  7. maxxx2021, this script casting all spells or frost and firebolt only?
  8. Someone, please, upload newest SD2 script for MI.
  9. Only recently has dared at addition of this patch in a kernel. Help to be defined, what version of a patch is now actual?
  10. I create it, but it's don't apply.
  11. Anybody have patch for 3.2.2a? I can't apply patch from Tasssadar repository, because GameObject.cpp has conflict.
  12. Whether probably to import existing records from realmd to fresh base vbulletin?
  13. And haunt spirit do not come back to caster. Only heal animation without fly spirit to caster.
  14. Every 10 min, online - 1-2 characters. Rev - 8840. Crashdump
  15. I have this bug too. Revision - 8826.
  16. How to make, that the spirit came back to caster? Animation.
  17. LogLevel = 3, have this crash. Online - 2 players, i am from two clients. Cast some spells and get crash.
  18. You can. But is better help to insert a code of visualisation of the weapon from the post resulted by you into a code of a patch from laise.
  19. After apply patch error do not display, but absorb missing.
  20. + int32 basepoints1 = procSpell->EffectBasePoints[1] / 2; + int32 basepoints2 = procSpell->EffectBasePoints[2] / 2; + runeBlade->CastCustomSpell(pVictim,procSpell,&basepoints0,&basepoints1,&basepoints2,true,castItem,triggeredByAura); + } + void Reset() + { + Unit * owner = m_creature->GetOwner(); + if (!owner || owner->GetTypeId() != TYPEID_PLAYER) + return; + + // Cannot be Selected or Attacked + m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); + m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); + + // Add visible weapon + if (Item const * item = ((Player *)owner)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND)) + m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID, item->GetProto()->ItemId); + + // Visual Glow + m_creature->CastSpell(m_creature, 53160, true); + } + return true; + } } // Mark of Blood And here will truly add?
  21. Like I also have inserted before a condition proc, unless was not present?
  22. diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index f31c738..be64e7d 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp -6380,7 +6380,40 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu return false; // TODO: wite script for this "fights on its own, doing the same attacks" // NOTE: Trigger here on every attack and spell cast - return false; + Pet* runeBlade = FindGuardianWithEntry(27893); + if (!runeBlade) + return false; + else + { + [b]+ // Cannot be Selected or Attacked + runeBlade->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); + runeBlade->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); + + // Add visible weapon + if (Item const * item = ((Player *)owner)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND)) + runeBlade->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID, item->GetProto()->ItemId); + + // Add stats scaling + int32 damageDone=owner->CalculateDamage(BASE_ATTACK, false, true); + int32 meleeSpeed=owner->m_modAttackSpeedPct[bASE_ATTACK]; + runeBlade->CastCustomSpell(runeBlade, 51906, &damageDone, &meleeSpeed, NULL, true); + + // Visual Glow + runeBlade->CastSpell(m_creature, 53160, true);[/b] + + if(!procSpell) // triggered from auto-attack + { + // copy paste from attacker state update... + pVictim = SelectMagnetTarget(pVictim); + + CalcDamageInfo damageInfo; + CalculateMeleeDamage(pVictim, 0, &damageInfo, BASE_ATTACK); + damageInfo.attacker = runeBlade; + damageInfo.damage = damageInfo.damage / 2; + // Send log damage message to client + runeBlade->DealDamageMods(pVictim,damageInfo.damage,&damageInfo.absorb); + runeBlade->SendAttackStateUpdate(&damageInfo); + runeBlade->ProcDamageAndSpell(damageInfo.target, damageInfo.procAttacker, damageInfo.procVictim, damageInfo.procEx, damageInfo.damage, damageInfo.attackType); + runeBlade->DealMeleeDamage(&damageInfo,true); + + // if damage pVictim call AI reaction + if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI()) + ((Creature*)pVictim)->AI()->AttackedBy(runeBlade); + } + else // only melee based spells? + { + // is it really half??? + basepoints0 = procSpell->EffectBasePoints[0] / 2; + int32 basepoints1 = procSpell->EffectBasePoints[1] / 2; + int32 basepoints2 = procSpell->EffectBasePoints[2] / 2; + runeBlade->CastCustomSpell(pVictim,procSpell,&basepoints0,&basepoints1,&basepoints2,true,castItem,triggeredByAura); + } + return true; + } } // Mark of Blood if (dummySpell->Id == 49005) Experts, check up please, the allocated site of a code is truly inserted into the basic patch?
  23. bulek, you are wrong. Worked for all characters base stats.
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