Jump to content

laise

Members
  • Posts

    344
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

Everything posted by laise

  1. is this happening after 9857 too? if you say it is wrong calculated what is right amount? Also spell_bonus_data doesn't have values for 63675 which is talent spell used for damage dealing.."100% is correct" is it information from retail? I haven't found any confirmations =\\
  2. should be fixed in [9858]
  3. looks like happens because in line basepoints[0] = GetAttackTime(BASE_ATTACK) * int32(ap*0.022f + 0.044f * holy) / 1000; - GetAttackTime is uint32 and if holy is negative it may not like * after .maybe this should fix it : diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 98a55c2..f028171 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -6282,8 +6282,9 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu { triggered_spell_id = 25742; float ap = GetTotalAttackPowerValue(BASE_ATTACK); - int32 holy = SpellBaseDamageBonusDone(SPELL_SCHOOL_MASK_HOLY) + - pVictim->SpellBaseDamageBonusTaken(SPELL_SCHOOL_MASK_HOLY); + int32 holy = SpellBaseDamageBonusDone(SPELL_SCHOOL_MASK_HOLY); + if (holy < 0) + holy = 0; basepoints[0] = GetAttackTime(BASE_ATTACK) * int32(ap*0.022f + 0.044f * holy) / 1000; break; } @@ -9307,7 +9308,7 @@ uint32 Unit::SpellDamageBonusTaken(Unit *pCaster, SpellEntry const *spellProto, TakenTotal+= int32(TakenAdvertisedBenefit * (CastingTime / 3500.0f) * DotFactor * LvlPenalty); } - float tmpDamage = (pdamage + TakenTotal * int32(stack)) * TakenTotalMod; + float tmpDamage = (int32(pdamage) + TakenTotal * int32(stack)) * TakenTotalMod; return tmpDamage > 0 ? uint32(tmpDamage) : 0; SpellBaseDamageBonusTaken shouldnt be called because it's auras are used anyway in MeleeDamageBonusTaken
  4. patch is wrong anyway, I'm trying to track down from where the issue comes but idk if people test it on clean or their own modified sources.. currently i can't reproduce mln dmg on any spells that were reported =\\
  5. should be fixed in [9851]
  6. no longer needed, was wrong anyway
  7. There is nothing useful on this screenshot. I need information like spell ids or anything similar that can help reproduce this bug on my local and if there is any custom patches applied (that includes any custom sql updates for spell_bonus_data)
  8. Doesn't look like anything there can cause too high damage - BaseDamageBonus methods weren't changed much except rename and changing caller =\\ maybe something else screws it. Edit: I've checked 54158 on my local with this patch, damage seems to be fine
  9. 2 different spells(Invincible, Celestial Steed) that should work in same way.. maybe its better to have more generic way to reuse custom scripted spells
  10. so this is not happening after update?
  11. in old spell_work they were loaded from dbc by spell family name and you could choose different spell masks , better if you copy it as it was I think..
  12. or retail doesn't run only on dbc and there might be spell related tables that client doesn't need to have as dbc
  13. try with diff --git a/src/game/Creature.cpp b/src/game/Creature.cpp index 816a91d..4fdaa4b 100644 --- a/src/game/Creature.cpp +++ b/src/game/Creature.cpp @@ -59,14 +59,17 @@ TrainerSpell const* TrainerSpellData::Find(uint32 spell_id) const bool VendorItemData::RemoveItem( uint32 item_id ) { bool found = false; - for(VendorItemList::iterator i = m_items.begin(); i != m_items.end(); ++i ) + for(VendorItemList::iterator i = m_items.begin(); i != m_items.end(); ) { // can have many examples if((*i)->item == item_id) { m_items.erase(i); found = true; + i = m_items.begin(); } + else + ++i; } return found;
  14. sigh..have you even looked at mangos code including search by word "Shadowmourne" ?
  15. from patch notes: are you sure it means checking only weapon used for attack?
  16. alternative way added in [9754]. Anyway thanks to all.
×
×
  • 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