Jump to content

miebaik

Members
  • Posts

    12
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

Everything posted by miebaik

  1. @plumkis : you should import file VehicleHandler.cpp inside project (World/Handler folder).
  2. Hye everyone, I noticed that while Malacrass casting Siphon Soul, the spell disable creature's movement and attack which usually channeling spell do. But it isn't the correct behaviour this spell should do. Is there any way to force creature to do melee and moving while channeling spell? Thanks in advance
  3. i noticed that runic power will become 0 when u cast death and decay while in combat.. also when frost strike is missed..
  4. i try to fix this talent with In SpellEffect.cpp @@ -1365,7 +1385,12 @@ void Spell::EffectDummy(uint32 i) return; } } - break; + if(m_spellInfo->SpellIconID == 961) // survival of the fittest + { + if(m_caster->m_form == FORM_BEAR || m_caster->m_form == FORM_DIREBEAR) + m_caster->CastCustomSpell(unitTarget, 62069, &damage, 0, 0, true, 0, 0, m_originalCasterGUID); + return; + } + break; case SPELLFAMILY_ROGUE: switch(m_spellInfo->Id ) { it seems like when i change to bear form n then back to normal form, its value reset. i am new to this spell coding thing, hope someone can help.. thx in advance.. :lol: maybe because i applied it in spelleffect which only occur for spell active? hurm..
  5. What bug does the patch fix? What features does the patch add? Killing machine doesnt expire after player using Icy Touch, Howling Blast or Frost Strike, killing machine expired after using Icy Touch, Howling Blast or Frost Strike. For which repository revision was the patch created? 7553 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. can't find any. diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index 7388e79..287804c 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -1250,6 +1250,7 @@ void Aura::HandleAddModifier(bool apply, bool Real) case 48108: // Hot Streak case 54741: // Firestarter case 57761: // Fireball! + case 51124: // Killing Machine SetAuraCharges(1); break; }
  6. confirmed.. ur 66 armor is increased because of increasing in agility by 6%..
  7. tested this script with @@ -1765,8 +1785,28 @@ void Spell::EffectDummy(uint32 i) return; } break; - } - + case SPELLFAMILY_DEATHKNIGHT: + if (m_spellInfo->Id == 49560 || m_spellInfo->Id == 49576)//wtf 2 IDs + { + // Init dest coordinates + uint32 mapid = m_caster->GetMapId(); + float x = m_caster->GetPositionX(); + float y = m_caster->GetPositionY(); + float z = m_caster->GetPositionZ() + 5; + float orientation = unitTarget->GetOrientation(); + // Teleport + if(unitTarget->GetTypeId() == TYPEID_PLAYER) + ((Player*)unitTarget)->TeleportTo(mapid, x, y, z, orientation, TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET ); + else + { + MapManager::Instance().GetMap(mapid, m_caster)->CreatureRelocation((Creature*)unitTarget, x, y, z, orientation); + WorldPacket data; + unitTarget->BuildTeleportAckMsg(&data, x, y, z, orientation); + unitTarget->SendMessageToSet(&data, false); + } + } + break; + } as i use death grip on creature, i cant move after using this spell, but on player, there is no problem thx EDIT: ok here my final result on testing this patch.. 1. if cast on player, there is no problem 2. if cast on creature and got nearby player, nearby player got teleport to caster and made all teleported player stuck/freeze 3. if cast on creature but no nearby player, creature got teleported but caster stucked
  8. hi committee.. As now i worked on SD2 script, i saw many used function called SelectUnit which allow m_creature to select wether specific victim or random.. and i found something which for me quite bad where m_creature suppose to face selected unit when this function been called but in mangos it is not. this will lead to exploid which currently creature which select target behind him without facing it can interrupt some spell which required to be infront.. hope someone will come up with solution for this bug.. thx :lol:
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use