

Hundekuchen
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Everything posted by Hundekuchen
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[Mangos One] no acid script if creature is temporary spawned
Hundekuchen replied to a topic in OldBug reports
thank you very much -
[Mangos One] no acid script if creature is temporary spawned
Hundekuchen replied to a topic in OldBug reports
mkay, in creature_template_scripts are entrys for , confusing^^And where can I write totem scripts? only in SD2 ? -
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:
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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
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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.
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does it mean that noone can fix it?
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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
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do you have now an idea how to fix it, or someone else?
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[11367]Check SPELL_ATTR_EX == 8 when checking school immunity
Hundekuchen replied to Auntie Mangos's topic in ... acceptedOld
thank you! -
The Spell does not have a model, anyone any idea how to fix it? http://www.wowhead.com/spell=38366 best regards
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it should not added.
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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.
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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
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bumb, can someone test the new version
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[question] Trigger Spells And Original Casters
Hundekuchen replied to Auntie Mangos's topic in OldCore modifications
bump earth shield generate threat on the healer and not at target -
[Patch] Big Cleanup in SpellMgr::IsNoStackSpellDueToSpell
Hundekuchen replied to Auntie Mangos's topic in ... under reviewOld
I am also interested in a complete list of what pet spell should not stack bump -
[11827][IN DEV] Creature Linking via Database
Hundekuchen replied to Auntie Mangos's topic in ... acceptedOld
nice work, i hope the rest coming soon -
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
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[Mangos/one][Fix] MeleeSpellMissChance & MeleeMissChanceCalc
Hundekuchen replied to a topic in ... under reviewOld
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 -
the bug is still there, I have updated the code and add a new line to improve the check
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[Mangos/one][Fix] MeleeSpellMissChance & MeleeMissChanceCalc
Hundekuchen replied to a topic in ... under reviewOld
updated some changes for dodge and parry and delete a useless function -
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
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