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laise

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Everything posted by laise

  1. so in general pet CC should share diminishing returns with players or they have their own?
  2. links are broken =\\ anyway totem immunity, should be fixed in [11708].
  3. http://www.wowhead.com/spell=9454 whats wrong with .cast it? and .unaura if need
  4. partly fixed in [11697]. not sure if changing target here is correct - might calculate all damage bonuses(done&taken) as if caster is actual target and I'm not sure if it works that way on retail. added second part in [11699], thanks.
  5. tried with 2 clients, seems to work fine..maybe need really press it at the same time =\\
  6. these macro doesn't work on retail - 4.0
  7. Well currently I don't think mangos has it and maybe its time to decide if we need one? I think there should be some pattern by which all functions/classes/etc. are written so we won't just throw things where we see fit(yea it works fine but requires more time to understand whats going on) In general this new model should follow few rules like : can't contradict any in-game feature and ways it works and possibly have ability to live with threads.. One of the examples for this is http://github.com/cipherCOM/mangos/tree/eventsystem-0.12 (for 0.12, only in basic stage of headers and debug functions -files Event***.h/cpp) which treats any in-game action as an event so every part of server code regardless if its bg code or deal damage part go by format of having event(EventInfo) and passing it to listener for this specific type of event.. This way allows easier code understanding and developing new features can be faster(won't have to think how it will look like in some parts). On the other hand switching is going to be hard because all server code needs to be changed to work with new way - this can be done on main branch as series of commits or having different branch and keeping it in sync, merging when finished. Ofc either way we gonna loose support for most of the patches that are now on forums, even if smaller ones can be modified relatively easy, the larger ones can be a problem. Another problem is that even if we only move existing code without fully rewriting it, we still may loose its functionality resulting in having more bugs/crashes/etc. Would like to hear team opinion on that matter (if this change even needed and maybe there are better fitting model than event-like)..
  8. wth?Can you please submit a patch in a diff format? and how positive checks related to periodic spells? also what spells (ids) remove stealth, i tested with lifebloom and druid's prowl and it worked..
  9. should be fixed in [10551]
  10. Should be fixed when DynamicObject started to work with ObjectGuids.. [10519],[10521]
  11. This patch is outdated so it shouldn't be used..
  12. I think the problem is not in empty list or related to list.. DynamicObject is created for each effect and I'm not sure that it is how it should be
  13. not sure if it should be in accepted or rejected since code is a bit similar to how it is really implemented..outdated anyway
  14. @False.Genesis, can you please post crash dump for latest rev?
  15. note: requires defining procEx for each spell where periodic damage/heal proc is checked or it won't proc at all. http://paste2.org/p/992416 for [10486]
  16. ok if casterGUID is magically 0 then it will just compare existing guid with 0 and unless some spell's casterGUID is 0, it won't do anything..
  17. wrong fix because - casterGUID is never empty and if it is - problem somewhere else, "return" is wrong because bounds contain all holders for same spell on current Unit - so why check only first one when you need to find exact same from caster who called delay?
  18. works fine without this patch on latest
  19. currently reflect and immunity checked on spell launch (finish casting), possibly need to move both to actual spell hit. Need someone to confirm if you cast bubble as paladin while some fireball is flying on you - will be immune to it?
  20. hmm..where it can be modified..its not like SetAuraDuration or SendAuraUpdate are messing with map =\\
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