DiffuSer
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Everything posted by DiffuSer
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traponinet, your patch based on Tasssadari repo?
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Confirm at 9516 core revision.
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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.
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Patches do not working after switch to 3.3.2 client. Spell 64411 changed in DBC and do not have triggered spell.
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Patch from first post working very well. Commited part of this patch isn't working.
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Totem Rank 9 always healing 25. Without any items or with T10 Regalia set. SPD Bonus do not applying. Any sql needed?
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maxxx2021, this script casting all spells or frost and firebolt only?
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Someone, please, upload newest SD2 script for MI.
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Only recently has dared at addition of this patch in a kernel. Help to be defined, what version of a patch is now actual?
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I create it, but it's don't apply.
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Anybody have patch for 3.2.2a? I can't apply patch from Tasssadar repository, because GameObject.cpp has conflict.
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Whether probably to import existing records from realmd to fresh base vbulletin?
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And haunt spirit do not come back to caster. Only heal animation without fly spirit to caster.
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Work, but:
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Every 10 min, online - 1-2 characters. Rev - 8840. Crashdump
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I have this bug too. Revision - 8826.
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How to make, that the spirit came back to caster? Animation.
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LogLevel = 3, have this crash. Online - 2 players, i am from two clients. Cast some spells and get crash.
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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.
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[rev. 8767][spell/aura][64411] Blessing of Ancient Kings
DiffuSer replied to a topic in OldBug reports
After apply patch error do not display, but absorb missing. -
+ 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?
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Like I also have inserted before a condition proc, unless was not present?
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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?
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bulek, you are wrong. Worked for all characters base stats.
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