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Hundekuchen

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Everything posted by Hundekuchen

  1. mkay, in creature_template_scripts are entrys for , confusing^^And where can I write totem scripts? only in SD2 ?
  2. rev: s733 Mennu (http://www.wowhead.com/npc=17941) the second boss in the Slave Pens spawn some different totems, every totem have his own acid script, but probably the core support is broken because nothing happens. Totem Entrys: 18177, 18176, 18179, 20208, 17941 best regards
  3. mangos: s0733 little fix to prevents that both spells overwrite each other diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp index c48e40c..7cd2325 100644 --- a/src/game/SpellMgr.cpp +++ b/src/game/SpellMgr.cpp @@ -1686,6 +1686,11 @@ bool SpellMgr::IsNoStackSpellDueToSpell(uint32 spellId_1, uint32 spellId_2) cons (spellInfo_2->Id == 8326 && spellInfo_1->Id == 20584)) return false; + //Blood Fury and Rage of the Unraveller + if ((spellInfo_1->Id == 33649 && spellInfo_2->Id == 20572) || + (spellInfo_2->Id == 33649 && spellInfo_1->Id == 20572)) + return false; + break; } case SPELLFAMILY_MAGE:
  4. mkay, some videos on Youtube show over 16 debuffs. at 4minutes you can see 30 Debuffs on target. The video is form 22.07.07. Therefore I can not understand why it should be client-side, because in 2007 the client was the same as today, or not? sorry that i get on your nerves
  5. but wowwikki (2007 TBC) says: "A single target can have at most 40 debuffs at one time, which includes damage over time effects, crowd control, drain effects and a few miscellaneous abilities. [1]" http://www.wowwiki.com/index.php?title=Debuff&oldid=941180 And because of that i thought that the problem is server side. Maybe my considerations are wrong, but i hoped that the bug is not client side.
  6. does it mean that noone can fix it?
  7. if a raid group fight against a boss I can't see every debuff on target, the maximum is 16 MAX_AURAS - MAX_POSITIVE_AURAS = 16, but if I change MAX_AURAS to 80 nothing happened. best regards
  8. do you have now an idea how to fix it, or someone else?
  9. The Spell does not have a model, anyone any idea how to fix it? http://www.wowhead.com/spell=38366 best regards
  10. yes exactly, the easiest way to imitat the bug is: you take 1 priest and 1 paladin... the priest attack a mob and cast psychic scream, than the pala cast righteous defense, and than the mob is buggy.
  11. If someone is over the threat of creatures victim during the creature is in fear. the creature only runs behind the new victim and do nothing more after fear. best regards
  12. bump earth shield generate threat on the healer and not at target
  13. I am also interested in a complete list of what pet spell should not stack bump
  14. I understand, because of that I delete the part of name check and create better check. I tested it with a lot of spells, and not everything works, but now it work much better as before
  15. Okay, maybe you can commit the change of the calculation for meleehit. I have change the code an kicked out the case of dodge an avoid
  16. the bug is still there, I have updated the code and add a new line to improve the check
  17. updated some changes for dodge and parry and delete a useless function
  18. Rev: s0773 Mangos/One On the current way the melees can not get their hitcap. I have changed the code with the calculation of wowwikki (http://www.wowwiki.com/index.php?title=Hit&oldid=1130455) diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 4ce0ade..927c5d2 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -2520,11 +2520,10 @@ float Unit::MeleeSpellMissChance(Unit *pVictim, WeaponAttackType attType, int32 // PvP - PvE melee chances int32 lchance = pVictim->GetTypeId() == TYPEID_PLAYER ? 5 : 7; - int32 leveldif = pVictim->GetLevelForTarget(this) - GetLevelForTarget(pVictim); - if(leveldif < 3) - HitChance = 95 - leveldif; - else - HitChance = 93 - (leveldif - 2) * lchance; + if(skillDiff <= 10) + HitChance = 95 - skillDiff * 0.1f; + else + HitChance = 100 - (lchance + (skillDiff - 10)*0.4f); // Hit chance depends from victim auras if(attType == RANGED_ATTACK) @@ -2545,9 +2544,6 @@ float Unit::MeleeSpellMissChance(Unit *pVictim, WeaponAttackType attType, int32 else miss_chance -= m_modMeleeHitChance; - // bonus from skills is 0.04% - miss_chance -= skillDiff * 0.04f; - // Limit miss chance from 0 to 60% if (miss_chance < 0.0f) return 0.0f; @@ -2567,7 +2563,7 @@ SpellMissInfo Unit::MeleeSpellHitResult(Unit *pVictim, SpellEntry const *spell) // bonus from skills is 0.04% per skill Diff int32 attackerWeaponSkill = int32(GetWeaponSkillValue(attType,pVictim)); int32 skillDiff = attackerWeaponSkill - int32(pVictim->GetMaxSkillValueForLevel(this)); - int32 fullSkillDiff = attackerWeaponSkill - int32(pVictim->GetDefenseSkillValue(this)); + int32 fullSkillDiff = int32(pVictim->GetDefenseSkillValue(this)) - attackerWeaponSkill; uint32 roll = urand (0, 10000); @@ -2828,12 +2824,11 @@ float Unit::MeleeMissChanceCalc(const Unit *pVictim, WeaponAttackType attType) c misschance = 24.0f; } - // PvP : PvE melee misschances per leveldif > 2 - int32 chance = pVictim->GetTypeId() == TYPEID_PLAYER ? 5 : 7; - - int32 leveldif = int32(pVictim->GetLevelForTarget(this)) - int32(GetLevelForTarget(pVictim)); - if(leveldif < 0) - leveldif = 0; + // PvP : PvE melee misschances per skillDiff > 10 + int32 lchance = pVictim->GetTypeId() == TYPEID_PLAYER ? 5 : (misschance+2); + + // Modify miss chance from skill difference + int32 skillDiff = int32(pVictim->GetDefenseSkillValue(this)) - int32(GetWeaponSkillValue(attType,pVictim)); // Hit chance from attacker based on ratings and auras float m_modHitChance; @@ -2842,10 +2837,12 @@ float Unit::MeleeMissChanceCalc(const Unit *pVictim, WeaponAttackType attType) c else m_modHitChance = m_modMeleeHitChance; - if(leveldif < 3) - misschance += (leveldif - m_modHitChance); - else - misschance += ((leveldif - 2) * chance - m_modHitChance); + if(skillDiff <= 10) + misschance += (skillDiff)*0.1f; + else + misschance = lchance + (skillDiff - 10)*0.4f; + + misschance -= m_modHitChance; // Hit chance for victim based on ratings if (pVictim->GetTypeId()==TYPEID_PLAYER) @@ -2862,10 +2859,6 @@ float Unit::MeleeMissChanceCalc(const Unit *pVictim, WeaponAttackType attType) c else misschance -= pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE); - // Modify miss chance from skill difference ( bonus from skills is 0.04% ) - int32 skillBonus = int32(GetWeaponSkillValue(attType,pVictim)) - int32(pVictim->GetDefenseSkillValue(this)); - misschance -= skillBonus * 0.04f; - // Limit miss chance from 0 to 60% if ( misschance < 0.0f) return 0.0f; The patch have some mistakes, new patch is in work best regards Hundekuchen
  19. Yes that is right, but my patch is not about crit its about false calculation of the damage value from some debuffs and buffs.
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