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KAPATEJIb

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Everything posted by KAPATEJIb

  1. this requires implementation of aura 262, for example it works in my branch http://github.com/insider42/mangos/commit/40854ea54c533f18f3c5cbfce950cad0f8c60c3b
  2. can't test it because of small online (0-5), maybe someone who compiles it from my branch can post his uptime if has more player online...
  3. http://github.com/insider42/mangos/commit/e9ef7e36ae5929b3eb1f327673646f9302ff9fd0 also encounted a problem when i have DoStartMovement(pWho, 20.0f); or something like that in script - ofc mob will stay at 20 yards from you and use ranged spells, but it will EVADE after few secs because of evade code from mmap mod. How can i fix this problem? Maybe there is some other way to prevent npc from trying to do melee for scripts? Or how i can check if mob is ranged before evade it (add some checks for mmap evade code)? Or how i can force boss to ignore mmaps if there is no path to his target (how it work at first versions of mmaps), for example add this check for instance npc's?
  4. another "funny" bug: http://filekeeper.org/download/insider/different/loool_video.zip
  5. works really good if objects that exist on caster's way _can_ break LOS. But there is a problem when you stay under mountain and try to charge - because there is no path for this place caster will use (as i think) standard MonsterMove and fall through textures ofcouse (because of some falls by z coord every step when moving, yes you can increase "z" parameter when calling MonsterMoveByPath but this will cause a thing like jumps after charge into the air on this "increase value" if caster's and target's z is equal or target is below caster for z coord) now is the time to show you some examples (offy vs mangos + mmaps patch + last changes by qsa), forget what i shows you before if caster on the high mountain (it was just my opinion "how it should work"), yesterday one man was checked this feature at offy and here the new pictures http://filebeam.com/d0eeea60ba099beea16e5530c9b85e6f.jpg I have an idea for take some code from patch that i found on this forum (author darkstalker) that prevent casting through mountains (causes them to break LOS), ofcourse it prevents wrong behavior when we trying charge through mountain without path to your target, but it will prevent other spells to lost LOS in same case too (that is wrong, because it's an offy feature). I think we can add this code http://paste2.org/p/1046384 (who is the original author - see above) to force mountains to break LOS, but we should check if there is a path for this place at first, then break LOS if no path. So i need to know how to check if path exist from caster's position to target position, can you help me with that? Something like (it just a sketch) if (!path(caster,targetx,target,y,targetz)) // we have a path? return SPELL_FAILED_LINE_OF_SIGHT; else { ... // code from patch that i posted above return SPELL_FAILED_LINE_OF_SIGHT; // result }
  6. idk if FoF should affect on Torment the Weak (logically - yes), but if this a true then we need to apply this fix diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 0973eed..7f69148 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -6442,7 +6442,8 @@ uint32 Unit::SpellDamageBonusDone(Unit *pVictim, SpellEntry const *spellProto, u } // Torment the weak affected (Arcane Barrage, Arcane Blast, Frostfire Bolt, Arcane Missiles, Fireball) if ((spellProto->SpellFamilyFlags & UI64LIT(0x0000900020200021)) && - (pVictim->HasAuraType(SPELL_AURA_MOD_DECREASE_SPEED) || pVictim->HasAuraType(SPELL_AURA_HASTE_ALL))) + (pVictim->HasAuraType(SPELL_AURA_MOD_DECREASE_SPEED) || pVictim->HasAuraType(SPELL_AURA_HASTE_ALL) || + isIgnoreUnitState(spellProto))) { //Search for Torment the weak dummy aura Unit::AuraList const& ttw = GetAurasByType(SPELL_AURA_DUMMY); need some confirmations here (from 3.3.5 patch ofcourse). As i seen at wowhead comments - they says FoF always proc with Frostbite, but what happen if Frostbite effect is ended (also all other snare effects) but you still have FoF aura? You still able to get bonus from Torment the weak? i didn't try to calculate a chance when i was tried to test patch, but as i seen it procs very often with 2 rank of talent, looks like every 5-8 spells.
  7. 65536 = 0x00010000 = Successful Negative Spell Hit. It procs from spell cast (this is wrong and will take our first charge if you cast spell like a frostbolt, that trigger FoF at spell cast and consume charge at spell hit) instead of spell hit without including of this flag...
  8. my version still works http://github.com/insider42/mangos/commit/5acccbf7e42ac2b529d207c0f1e1f263e8da9566 you need to insert correct DB data ofcourse, from post №52 and more for other instances
  9. patch against 10606 Patch file (SQL included) commit for cherry pick after small rewrite seems it works perfect.
  10. i think no, this isn't logical... so should be like this (NTY) diff --git a/src/game/UnitAuraProcHandler.cpp b/src/game/UnitAuraProcHandler.cpp index d208b33..8c47c1a 100644 --- a/src/game/UnitAuraProcHandler.cpp +++ b/src/game/UnitAuraProcHandler.cpp @@ -1926,11 +1926,16 @@ SpellAuraProcResult Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura if (this == pVictim) return SPELL_AURA_PROC_FAILED; - // heal amount - basepoints[0] = triggerAmount*damage/100; - target = this; - triggered_spell_id = 31786; - break; + // dont count overhealing + uint32 diff = GetMaxHealth()-GetHealth(); + if (damage > diff) + { + // heal amount + int32 basepoints = triggerAmount*diff/100; + CastCustomSpell(this, 31786, &basepoints, NULL, NULL, true, NULL, triggeredByAura); + return SPELL_AURA_PROC_OK; + } + return SPELL_AURA_PROC_FAILED; } // Seal of Vengeance (damage calc on apply aura) case 31801:
  11. confirmed, still broken in [10549]
  12. another version from KillerFrca updated to 1053* diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index f31d5a4..b077c07 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -2180,6 +2180,19 @@ void Aura::HandleAuraDummy(bool apply, bool Real) } break; } + case SPELLFAMILY_DEATHKNIGHT: + { + // Hungering Cold - disease apply + if(GetId() == 51209) + { + Unit *caster = GetCaster(); + if(!caster) + return; + + caster->CastSpell(target, 55095, true); + } + break; + } } } // AT REMOVE diff --git a/src/game/UnitAuraProcHandler.cpp b/src/game/UnitAuraProcHandler.cpp index 922bfd6..90cade9 100644 --- a/src/game/UnitAuraProcHandler.cpp +++ b/src/game/UnitAuraProcHandler.cpp @@ -2711,6 +2711,12 @@ SpellAuraProcResult Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura // triggered_spell_id in spell data break; } + // Hungering Cold - not break from diseases + if (dummySpell->SpellIconID == 2797) + { + if (procSpell && procSpell->Dispel == DISPEL_DISEASE) + return SPELL_AURA_PROC_FAILED; + } break; } default:
  13. This happens when some enemy creatures can't reach you for attack - they running all around and can't find a path to come closer, but if you come closer to their attack range - they will start attack through walls or another textures and climb up to you through walls or any objects, console error happens in this moment. You can find example in this video that i captured http://filekeeper.org/download/insider/different/video%20example%20for%20bug.zip when creature walk through wall this error appears That is the bug that i tried to show you before. And another thing - if creature can't reach you then he should go into evade after few seconds, but on mangos with mmaps they doesn't evade, they just waiting a moment to walk through wall or other object. Video and bug report from http://github.com/faramir118/mangos/commit/321ed6f2baa717a44c2a0ea9654ecf81f6f43e53 Edited: same bug with you latest patch
  14. problems with merging latest mangos (10528+) with your branch. as i understand it can be solved like this http://paste2.org/p/1002532 EDIT: nvm, this 10528 already reverted by devs...
  15. ofc, i was tried first version of patch with some sort of GCD cheats and they don't work with it.
  16. my fix diff --git a/src/game/TargetedMovementGenerator.cpp b/src/game/TargetedMovementGenerator.cpp index b8cb423..4f0f8d3 100644 --- a/src/game/TargetedMovementGenerator.cpp +++ b/src/game/TargetedMovementGenerator.cpp @@ -80,7 +80,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner, bool upd // Just a temp hack, GetContactPoint/GetClosePoint in above code use UpdateGroundPositionZ (in GetNearPoint) // and then has the wrong z to use when creature try follow unit in the air. - if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->canFly()) + if (owner.GetTypeId() == TYPEID_UNIT && (((Creature*)&owner)->canFly() || ((Creature*)&owner)->IsInWater())) z = i_target->GetPositionZ(); //ACE_High_Res_Timer timer = ACE_High_Res_Timer();
  17. as i see this is fixed in [10522]
  18. yes, I'm testing this patch and wanna to make a branch that contains my patches + this patch (as i did with first versions of vmap_rewrite) At current moment I'm testing it in one person ^^ and seems all works ok. About perfomance tests. At current monemt i was trying to aggro all mobs in Zulfarrak instance... and what i see, when i try to hide behind the wall from them - at first 1-2 seconds CPU load jumps to 2-3 percent, then it takes again his usually value - 0 percents. Seems these paths is computed once at player moving. Processor at my test server is Intel Core2Duo E4500 - 2200 GHz, what i can say about ram loads... it's not increased since i installed this patch, at least i can't see the difference. did you ever seen how it works on offy? As i seen from the movies - the warrior on charge will go around any trees or other objects that stay on his path to victim. So seems it should be handled through mmaps, because vmaps only allows you to cast for example through a rock or other mountains, but you know... warrior shouldn't follow to target at simple line through these all. For example charge can be casted through a mountain with graveyard at WSG battleground, warrior will climb on this mountain instead of running under textures another example http://filebeam.com/73d5dbc55b33a0bdb87d8485dcafff31.jpg with loglevel=0 this spam 3087207961's UpdateNextPosition failed: 4046454815 length path 285412893's UpdateNextPosition failed: 4046454806 length path 1308823073's UpdateNextPosition failed: 4046454812 length path 1308823073's UpdateNextPosition failed: 4046454812 length path 285412908's UpdateNextPosition failed: 4046454806 length path 1946357296's UpdateNextPosition failed: 4046454814 length path 1812139566's UpdateNextPosition failed: 4046454814 length path 1812139566's UpdateNextPosition failed: 4046454814 length path 302190123's UpdateNextPosition failed: 4046454806 length path 1812139566's UpdateNextPosition failed: 4046454814 length path 302190122's UpdateNextPosition failed: 4046454806 length path 302190125's UpdateNextPosition failed: 4046454806 length path 302190132's UpdateNextPosition failed: 4046454806 length path 285412915's UpdateNextPosition failed: 4046454806 length path 1946357296's UpdateNextPosition failed: 4046454814 length path 302190123's UpdateNextPosition failed: 4046454806 length path 3087207961's UpdateNextPosition failed: 4046454815 length path 1812139566's UpdateNextPosition failed: 4046454814 length path 285412908's UpdateNextPosition failed: 4046454806 length path 302190122's UpdateNextPosition failed: 4046454806 length path 302190125's UpdateNextPosition failed: 4046454806 length path is very annoying
  19. I don't know if there is the EventAI or mmaps bug, but sometimes caster-scripted EventAI mobs get a stuck if you stay behind the wall from them, you can simply reproduce it by trying to aggro big pack of mobs and hide behind the wall in Zulfarrak instance. I hope you can reproduce this and fix, because this a big exploit and can be used by players
  20. tested with .npc follow on stomrwind guard, when trying to enter into the house that near of npc 6174 - the guard is walking through house's wall as i already seen, summoned pets works as should. EDIT: maybe this is just a problem with this place, mobs there (near this house's walls) sometimes walks under textures on follow, i think this a reason because they won't follow the path
  21. What about of pet's following by these paths? As i see at my latest test (10502 rev+latest branch) pets (guardians) still moving to owner through textures or any walls... but they shouldn't Mobs also can climb on the little house near the Orgrimmar's bank... I'm using "movemapgen --skipContinents false" at mmaps extracting
  22. Now i have a reason to kick this annoying resto-druid from my 3x3 team
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