laise
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Posts posted by laise
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What bug does the patch fix? What features does the patch add?
fixes Wild Growth heal applying to enemy target
For which repository revision was the patch created?
9639
Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.
haven't seen any
Who has been writing this patch? Please include either forum user names or email addresses.
me
diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index b7a1acd..e328418 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -1758,8 +1758,11 @@ void Spell::SetTargetMap(SpellEffectIndex effIndex, uint32 targetMode, UnitList& Unit* target = m_targets.getUnitTarget(); if(!target) target = m_caster; - uint32 count = CalculateDamage(EFFECT_INDEX_2,m_caster); // stored in dummy effect, affected by mods + // prevent center adding to heal list + else if (!m_caster->IsFriendlyTo(target)) + targetUnitMap.remove(target); + uint32 count = CalculateDamage(EFFECT_INDEX_2,m_caster); // stored in dummy effect, affected by mods FillRaidOrPartyHealthPriorityTargets(targetUnitMap, m_caster, target, radius, count, true, false, true); } else
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Holy Light / Blessing of Might work fine , any custom patches?
items of another class may be related to DB
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Crippling poison from Deadly Brew isn't applyed anymore.
Is it related to this patch ?
Anyway thanks !
maybe when other hand's poison is applied through this - because it has triggered=true.
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scriptdev2 is better place to ask...
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What bug does the patch fix? What features does the patch add?
fixes Seed of Corruption damaging friendly targets
For which repository revision was the patch created?
9618
Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.
don't remember
Who has been writing this patch? Please include either forum user names or email addresses.
me
diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index 5e42bab..f7f1a39 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -6416,8 +6416,5 @@ void Spell::FillRaidOrPartyHealthPriorityTargets(UnitList &targetUnitMap, Unit* WorldObject* Spell::GetCastingObject() const { - if (m_originalCasterGUID.IsGameobject()) - return m_caster->IsInWorld() ? m_caster->GetMap()->GetGameObject(m_originalCasterGUID) : NULL; - else - return m_caster; + return m_caster->IsInWorld() && !m_originalCasterGUID.IsEmpty() && m_caster->GetObjectGuid() != m_originalCasterGUID ? m_caster->GetMap()->GetWorldObject(m_originalCasterGUID) : m_caster; }
hope it doesn't break anything on the way
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check if spells exist in SkillLineAbility ?
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What bug does the patch fix? What features does the patch add?
fixes summon Doomguard for Curse of Doom
For which repository revision was the patch created?
9619
Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.
https://mangos.lighthouseapp.com/projects/18208/tickets/400-warlock-spell-curse-of-doom
Who has been writing this patch? Please include either forum user names or email addresses.
me
diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index 4cbcad5..d0f8465 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -7176,6 +7176,11 @@ void Aura::PeriodicTick() procVictim|=PROC_FLAG_TAKEN_ANY_DAMAGE; pCaster->ProcDamageAndSpell(m_target, procAttacker, procVictim, PROC_EX_NORMAL_HIT, pdamage, BASE_ATTACK, GetSpellProto()); + // Curse of Doom summon + if (GetSpellProto()->SpellFamilyName==SPELLFAMILY_WARLOCK && GetSpellProto()->SpellFamilyFlags & UI64LIT(0x200000000)) + if (pCaster->GetTypeId() == TYPEID_PLAYER && m_target->GetHealth() <= pdamage && ((Player*)pCaster)->isHonorOrXPTarget(m_target)) + pCaster->CastSpell(m_target, 18662, true); + pCaster->DealDamage(m_target, pdamage, &cleanDamage, DOT, GetSpellSchoolMask(GetSpellProto()), GetSpellProto(), true); break; } diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 9aff9bd..3cc3e54 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -4236,7 +4236,7 @@ void Spell::DoSummonWild(SpellEffectIndex eff_idx, uint32 forceFaction) if (!creature_entry) return; - uint32 level = m_caster->getLevel(); + uint32 level = m_spellInfo->Id != 18662 ? m_caster->getLevel() : damage; // level of creature summoned using engineering item based at engineering skill level if (m_caster->GetTypeId()==TYPEID_PLAYER && m_CastItem) @@ -4259,7 +4259,7 @@ void Spell::DoSummonWild(SpellEffectIndex eff_idx, uint32 forceFaction) int32 duration = GetSpellDuration(m_spellInfo); TempSummonType summonType = (duration == 0) ? TEMPSUMMON_DEAD_DESPAWN : TEMPSUMMON_TIMED_OR_DEAD_DESPAWN; - int32 amount = damage > 0 ? damage : 1; + int32 amount = damage > 0 && m_spellInfo->Id != 18662 ? damage : 1; for(int32 count = 0; count < amount; ++count) {
I'm not sure if pCaster should cast on target =\\ and maybe the only summon spell that has level as basepoints
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are you sure you have right values in spell_chain ?
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enum is used for other stuff and there it works fine so only this 2 problem, actually inSendLootRoll there are comments on what should be sent
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What bug does the patch fix? What features does the patch add?
fixes passed roll that was displaying as need roll and need roll that had wrong message on need select
For which repository revision was the patch created?
9613
Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.
https://mangos.lighthouseapp.com/projects/18208/tickets/416-pass-on-loot-roll-shows-wrong-log-entry
Who has been writing this patch? Please include either forum user names or email addresses.
me
diff --git a/src/game/Group.cpp b/src/game/Group.cpp index 961b82a..8541b3d 100644 --- a/src/game/Group.cpp +++ b/src/game/Group.cpp @@ -721,14 +721,14 @@ bool Group::CountRollVote(ObjectGuid const& playerGUID, Rolls::iterator& rollI, { case ROLL_PASS: // Player choose pass { - SendLootRoll(playerGUID, 0, ROLL_PASS, *roll); + SendLootRoll(playerGUID, 128, ROLL_PASS, *roll); ++roll->totalPass; itr->second = PASS; } break; case ROLL_NEED: // player choose Need { - SendLootRoll(playerGUID, 0, ROLL_NEED, *roll); + SendLootRoll(playerGUID, 0, 0, *roll); ++roll->totalNeed; itr->second = NEED; }
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first post updated , now doesn't matter in which hand weapon with Deadly Poison is
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hey laise, thanks for the patch, its working!
But there is still 1 major problem.
for example, 2rogues use Deadlypoison on a Boss, sometimes stacks goes down to 1... so this fix could only help for 1rogue atm, would be cool if you can try to take a look on it
was it caused by this patch or unrelated? also should poisons from diff casters stack?
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What bug does the patch fix? What features does the patch add?
fixes Improved Stormstrike proc
For which repository revision was the patch created?
9609
Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.
http://ru-mangos.ru/showthread.php?t=397
Who has been writing this patch? Please include either forum user names or email addresses.
me
DELETE FROM `spell_proc_event` WHERE `entry` IN (51521); INSERT INTO `spell_proc_event` VALUES (51521, 0x00, 11, 0x00000000, 0x00000010, 0x00000000, 0x00000000, 0x00000000, 0.000000, 0.000000, 1);
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38545 horse npc to get it's model id
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if main assistant logs off leader is still passed? i mean even if its just relog
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What bug does the patch fix? What features does the patch add?
fixes Invincible
For which repository revision was the patch created?
9609
Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.
haven't seen any
Who has been writing this patch? Please include either forum user names or email addresses.
me
diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 5f8439e..a76efd7 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -5806,6 +5806,38 @@ void Spell::EffectScriptEffect(SpellEffectIndex eff_idx) m_caster->CastSpell(unitTarget, 72588, true); return; } + case 72286: // Invincible + { + if (!unitTarget || unitTarget->GetTypeId() != TYPEID_PLAYER) + return; + + // Prevent stacking of mounts + unitTarget->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); + uint16 skillval = ((Player*)unitTarget)->GetSkillValue(SKILL_RIDING); + if (!skillval) + return; + + if (skillval >= 225) + { + uint32 spellid = skillval >= 300 ? 72284 : 72283; + SpellEntry const *pSpell = sSpellStore.LookupEntry(spellid); + // zone check + uint32 zone, area; + unitTarget->GetZoneAndAreaId(zone, area); + + SpellCastResult locRes= sSpellMgr.GetSpellAllowedInLocationError(pSpell, unitTarget->GetMapId(), zone, area, unitTarget->GetCharmerOrOwnerPlayerOrPlayerItself()); + if (locRes != SPELL_CAST_OK || !((Player*)unitTarget)->IsKnowHowFlyIn(unitTarget->GetMapId(),zone)) + unitTarget->CastSpell(unitTarget, 72282, true); + else + unitTarget->CastSpell(unitTarget, pSpell, true); + } + else if (skillval >= 150) + unitTarget->CastSpell(unitTarget, 72282, true); + else + unitTarget->CastSpell(unitTarget, 72281, true); + + return; + } } break; }
note: needed data in creature_template for correct work
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What bug does the patch fix? What features does the patch add?
fixes self heal when having this glyph on
For which repository revision was the patch created?
9605
Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.
haven't seen any
Who has been writing this patch? Please include either forum user names or email addresses.
me
diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index ffe492a..5f8439e 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -4116,6 +4116,11 @@ void Spell::EffectDispel(SpellEffectIndex eff_idx) { int32 heal_amount = m_spellInfo->CalculateSimpleValue(EFFECT_INDEX_1); m_caster->CastCustomSpell(m_caster, 19658, &heal_amount, NULL, NULL, true); + + // Glyph of Felhunter + if (Unit *owner = m_caster->GetOwner()) + if (owner->HasAura(56249)) + m_caster->CastCustomSpell(owner, 19658, &heal_amount, NULL, NULL, true); } } // Send fail log to client
I'm not sure if procFlags needs to be used since glyph aura is on player and felhunter's spell cast can't proc it
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looks like DB problem, since trap uses correct creature entries
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i can fix it but i need haste formula - how time between ticks affected , like how much time between ticks reduced with X haste rating
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What bug does the patch fix? What features does the patch add?
fixes Primal Tenacity talent according to 3.1 patch notes:
Patch 3.1.0 (2009-04-14): The damage reduction while stunned effect now only works in Cat Form
For which repository revision was the patch created?
9573
Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.
haven't seen any
Who has been writing this patch? Please include either forum user names or email addresses.
me
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 1ae628e..57729a4 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -2000,8 +2000,8 @@ void Unit::CalcAbsorbResist(Unit *pVictim,SpellSchoolMask schoolMask, DamageEffe // Primal Tenacity if (spellProto->SpellIconID == 2253) { - //reduces all damage taken while Stunned - if (unitflag & UNIT_FLAG_STUNNED) + //reduces all damage taken while Stunned & in Cat Form + if (pVictim->m_form == FORM_CAT && (unitflag & UNIT_FLAG_STUNNED)) RemainingDamage -= RemainingDamage * currentAbsorb / 100; continue; }
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What bug does the patch fix? What features does the patch add?
implements aura 284
For which repository revision was the patch created?
9570
Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.
haven't seen any
Who has been writing this patch? Please include either forum user names or email addresses.
me
diff --git a/src/game/SpellAuraDefines.h b/src/game/SpellAuraDefines.h index 1bce86b..fb5a5ee 100644 --- a/src/game/SpellAuraDefines.h +++ b/src/game/SpellAuraDefines.h @@ -326,7 +326,7 @@ enum AuraType SPELL_AURA_MOD_HONOR_GAIN = 281, SPELL_AURA_MOD_BASE_HEALTH_PCT = 282, SPELL_AURA_MOD_HEALING_RECEIVED = 283, // Possibly only for some spell family class spells - SPELL_AURA_284, + SPELL_AURA_LINKED = 284, SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR = 285, SPELL_AURA_ABILITY_PERIODIC_CRIT = 286, SPELL_AURA_DEFLECT_SPELLS = 287, diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index acee827..4a64b7c 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -334,7 +334,7 @@ pAuraHandler AuraHandler[TOTAL_AURAS]= &Aura::HandleNoImmediateEffect, //281 SPELL_AURA_MOD_HONOR_GAIN implemented in Player::RewardHonor &Aura::HandleAuraIncreaseBaseHealthPercent, //282 SPELL_AURA_INCREASE_BASE_HEALTH_PERCENT &Aura::HandleNoImmediateEffect, //283 SPELL_AURA_MOD_HEALING_RECEIVED implemented in Unit::SpellHealingBonus - &Aura::HandleNULL, //284 51 spells + &Aura::HandleAuraLinked, //284 SPELL_AURA_LINKED &Aura::HandleAuraModAttackPowerOfArmor, //285 SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR implemented in Player::UpdateAttackPowerAndDamage &Aura::HandleNoImmediateEffect, //286 SPELL_AURA_ABILITY_PERIODIC_CRIT implemented in Aura::IsCritFromAbilityAura called from Aura::PeriodicTick &Aura::HandleNoImmediateEffect, //287 SPELL_AURA_DEFLECT_SPELLS implemented in Unit::MagicSpellHitResult and Unit::MeleeSpellHitResult @@ -8367,3 +8367,29 @@ void Aura::HandleAllowOnlyAbility(bool apply, bool Real) m_target->UpdateDamagePhysical(RANGED_ATTACK); m_target->UpdateDamagePhysical(OFF_ATTACK); } + +void Aura::HandleAuraLinked(bool apply, bool Real) +{ + if(!Real) + return; + + uint32 linked_spell_id = GetSpellProto()->EffectTriggerSpell[GetEffIndex()]; + int32 basepoints = GetModifier()->m_amount; + + SpellEntry const *spellInfo = sSpellStore.LookupEntry(linked_spell_id); + if (!spellInfo) + { + sLog.outError("HandleAuraLinked of spell %u: triggering unknown spell id %i", GetSpellProto()->Id, linked_spell_id); + return; + } + + if (apply) + { + if (basepoints) + m_target->CastCustomSpell(m_target, spellInfo, &basepoints, NULL, NULL, true, NULL, this, GetCaster() ? GetCaster()->GetGUID() : NULL); + else + m_target->CastSpell(m_target, spellInfo, true, NULL, this, GetCaster() ? GetCaster()->GetGUID() : NULL); + } + else + m_target->RemoveAurasDueToSpell(linked_spell_id); +} \\ No newline at end of file diff --git a/src/game/SpellAuras.h b/src/game/SpellAuras.h index 5f0b2d6..0cda226 100644 --- a/src/game/SpellAuras.h +++ b/src/game/SpellAuras.h @@ -221,6 +221,7 @@ class MANGOS_DLL_SPEC Aura void HandleModTargetArmorPct(bool Apply, bool Real); void HandleAuraModAllCritChance(bool Apply, bool Real); void HandleAllowOnlyAbility(bool Apply, bool Real); + void HandleAuraLinked(bool Apply, bool Real); virtual ~Aura();
I'm not sure about right name for this aura, but it should work similar to SpellSpecificBoosts except that its based on single aura instead of the whole spell. Triggered spells not always exist in dbc so need to find correct ids and add them later
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forgot this :
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index ccee667..d9a7911 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -12950,6 +12950,7 @@ void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag case SPELL_AURA_OBS_MOD_MANA: case SPELL_AURA_MOD_STUN: case SPELL_AURA_ADD_PCT_MODIFIER: + case SPELL_AURA_PERIODIC_DUMMY: case SPELL_AURA_DUMMY: { sLog.outDebug("ProcDamageAndSpell: casting spell id %u (triggered by %s dummy aura of spell %u)", spellInfo->Id,(isVictim?"a victim's":"an attacker's"), triggeredByAura->GetId());
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What bug does the patch fix? What features does the patch add?
fixes heal over time applying when target has Sacred Shield
and use original Spell proc flags for Sacred Shield
For which repository revision was the patch created?
9531
Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.
haven't seen any
Who has been writing this patch? Please include either forum user names or email addresses.
me
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index d6d1adb..d9a7911 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -6595,6 +6595,24 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu // Sacred Shield (talent rank) case 53601: { + // Infusion of Light second part + if (procFlag & PROC_FLAG_TAKEN_POSITIVE_SPELL) + { + if (procSpell->SpellFamilyName == SPELLFAMILY_PALADIN && (procSpell->SpellFamilyFlags & UI64LIT(0x40000000))) + { + AuraList const& auras = pVictim->GetAurasByType(SPELL_AURA_PROC_TRIGGER_SPELL); + for(AuraList::const_iterator iter = auras.begin(); iter!=auras.end(); ++iter) + { + if((*iter)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_PALADIN && (*iter)->GetSpellProto()->SpellIconID == 3021) + { + int32 bp = damage * (*iter)->GetSpellProto()->CalculateSimpleValue(EFFECT_INDEX_2) / 1200; + pVictim->CastCustomSpell(this, 66922, &bp, NULL, NULL, true, NULL, (*iter), pVictim->GetGUID()); + return true; + } + } + } + return false; + } triggered_spell_id = 58597; target = this; break;
sql:
DELETE FROM spell_proc_event WHERE entry=53601
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What bug does the patch fix? What features does the patch add?
fixes damage increase for Smite with Glyph of Smite and Holy Fire on target
For which repository revision was the patch created?
9531
Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.
https://mangos.lighthouseapp.com/projects/18208/tickets/433-glyph-priest-glyph-of-smite
Who has been writing this patch? Please include either forum user names or email addresses.
me
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 71c9642..d6d1adb 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -9326,6 +9326,18 @@ uint32 Unit::SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint3 } break; } + case SPELLFAMILY_PRIEST: + { + // Glyph of Smite + if (spellProto->SpellFamilyFlags & UI64LIT(0x00000080)) + { + // Holy Fire + if (pVictim->GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_PRIEST, UI64LIT(0x00100000), NULL)) + if (Aura *aur = GetAura(55692, EFFECT_INDEX_0)) + DoneTotalMod *= (aur->GetModifier()->m_amount+100.0f) / 100.0f; + } + break; + } case SPELLFAMILY_DEATHKNIGHT: { // Icy Touch, Howling Blast and Frost Strike
[fix]Wild Growth targeting
in ... under reviewOld
Posted
from what I read on wowhead comments - you can have enemy target, for example raid boss - and it will heal raid members around him