Lightguard
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Everything posted by Lightguard
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in [9361], thank you =)
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in [9360], thank you =)
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There are 2 other spells with the same name if you look around a bit. You have to select which spell to cast by gender.
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In 9322, thank you =)
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In 9313, thank you:)
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Nice patch, but i don't think that we have to handle the 2 cases separately if there's only 1 character difference. Actually the spellid.
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[9295][patch] SPELL_AURA_MOD_BLOCK_CRIT_CHANCE (253)
Lightguard replied to a topic in ... acceptedOld
In 9295, thank you =) -
Thank you all =)
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Use this: src/game/SpellEffects.cpp | 8 ++++++++ 1 files changed, 8 insertions(+), 0 deletions(-) diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 2e29bec..f9b7926 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -5257,6 +5257,14 @@ void Spell::EffectScriptEffect(uint32 effIndex) ((Player*)m_caster)->learnSpell(discoveredSpell, false); return; } + case 69377: //Fortitude + { + if(!unitTarget) + return; + + m_caster->CastSpell(unitTarget, 72590, true); + return; + } } break; }
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The problem was fixed in 9280.
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Both items have their related spells with proc trigger aura. You could try to override them in spell_proc_event and give them some cooldown or ppm.
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Did anyone experience this running it on unix? A gdb log would be appreciated... =)
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[Dev] Destructible Building (type 33)
Lightguard replied to Auntie Mangos's topic in OldCore modifications
Well i didn't see any question or other way of requesting assistance. And write in english on this forum. -
[Dev] Destructible Building (type 33)
Lightguard replied to Auntie Mangos's topic in OldCore modifications
If you're not interested in it just don't comment it. You might know that if i have written it there i also have something related written in my sources. Being rude to ppl who want to help isn't the best idea at all... ui: If you need help with the ships you just have to ask... _normally_. -
[Dev] Destructible Building (type 33)
Lightguard replied to Auntie Mangos's topic in OldCore modifications
Some additions: Destructible buildings' health is shown by its animprogress on the client, uint8 max (255) is 100%. For correct damage logs we should send SMSG_DESTRUCTIBLE_BUILDING_DAMAGE structure looks like: (size 29) packguid (GameObject) packguid(vehicle used/attacker if no vehicle) packguid(attacker) uint32 damage uint32 spellId Thanks to TOM_RUS for the structure. -
Try to edit Map::GetMaxPlayers() . There you can add an exception for it.
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This should do it: src/game/Pet.cpp | 8 ++++---- 1 files changed, 4 insertions(+), 4 deletions(-) diff --git a/src/game/Pet.cpp b/src/game/Pet.cpp index 15c1750..b13d3a2 100644 --- a/src/game/Pet.cpp +++ b/src/game/Pet.cpp @@ -710,7 +710,7 @@ void Pet::GivePetXP(uint32 xp) newXP -= nextLvlXP; GivePetLevel(level+1); - SetUInt32Value(UNIT_FIELD_PETNEXTLEVELEXP, sObjectMgr.GetXPForLevel(level+1)/4); + SetUInt32Value(UNIT_FIELD_PETNEXTLEVELEXP, uint32(sObjectMgr.GetXPForLevel(level+1)/20)); level = getLevel(); nextLvlXP = GetUInt32Value(UNIT_FIELD_PETNEXTLEVELEXP); @@ -772,7 +772,7 @@ bool Pet::CreateBaseAtCreature(Creature* creature) setPowerType(POWER_FOCUS); SetUInt32Value(UNIT_FIELD_PET_NAME_TIMESTAMP, 0); SetUInt32Value(UNIT_FIELD_PETEXPERIENCE, 0); - SetUInt32Value(UNIT_FIELD_PETNEXTLEVELEXP, sObjectMgr.GetXPForLevel(creature->getLevel())/4); + SetUInt32Value(UNIT_FIELD_PETNEXTLEVELEXP, uint32(sObjectMgr.GetXPForLevel(creature->getLevel())/20)); SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE); if(CreatureFamilyEntry const* cFamily = sCreatureFamilyStore.LookupEntry(cinfo->family)) @@ -917,7 +917,7 @@ bool Pet::InitStatsForLevel(uint32 petlevel, Unit* owner) } case HUNTER_PET: { - SetUInt32Value(UNIT_FIELD_PETNEXTLEVELEXP, sObjectMgr.GetXPForLevel(petlevel)/4); + SetUInt32Value(UNIT_FIELD_PETNEXTLEVELEXP, uint32(sObjectMgr.GetXPForLevel(petlevel)/20)); //these formula may not be correct; however, it is designed to be close to what it should be //this makes dps 0.5 of pets level SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, float(petlevel - (petlevel / 4)) ); @@ -1940,7 +1940,7 @@ void Pet::SynchronizeLevelWithOwner() if(getLevel() > owner->getLevel()) { GivePetLevel(owner->getLevel()); - SetUInt32Value(UNIT_FIELD_PETNEXTLEVELEXP, sObjectMgr.GetXPForLevel(owner->getLevel())/4); + SetUInt32Value(UNIT_FIELD_PETNEXTLEVELEXP, uint32(sObjectMgr.GetXPForLevel(owner->getLevel())/20)); SetUInt32Value(UNIT_FIELD_PETEXPERIENCE, GetUInt32Value(UNIT_FIELD_PETNEXTLEVELEXP)-1); } break; (Untested but should give the expected result)
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Try this if you know that it uses only one mount creature id: src/game/SpellEffects.cpp | 1 + 1 files changed, 1 insertions(+), 0 deletions(-) diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 0e437fd..ddd15a6 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -5282,6 +5282,7 @@ void Spell::EffectScriptEffect(uint32 effIndex) ((Player*)m_caster)->learnSpell(discoveredSpell, false); return; } + case 65917: m_caster->CastSpell(m_caster, 66122, true); return; } break; } If it uses random then this one would work: src/game/SpellEffects.cpp | 7 +++++++ 1 files changed, 7 insertions(+), 0 deletions(-) diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 0e437fd..6d9a65c 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -5282,6 +5282,13 @@ void Spell::EffectScriptEffect(uint32 effIndex) ((Player*)m_caster)->learnSpell(discoveredSpell, false); return; } + case 65917: // Magic Rooster + { + uint32 spells[3] = { 66122, 66123, 66124 }; + uint8 random = urand(0,2); + m_caster->CastSpell(m_caster, spells[random], true); + return; + } } break; } Dunno which is correct there are 3 spells for it...
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This can easilly solve your problem: From 6dd311c72d328a66187b17511e2c64a32a0a9e7e Mon Sep 17 00:00:00 2001 From: Lightguard <[email="[email protected]"][email protected][/email]> Date: Tue, 1 Dec 2009 09:56:29 +0100 Subject: [PATCH 1/1] Fix Glyph of Seal of Command energize amount --- src/game/SpellEffects.cpp | 1 + 1 files changed, 1 insertions(+), 0 deletions(-) diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index ac22721..5ed8bae 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -2951,6 +2951,7 @@ void Spell::EffectEnergize(uint32 i) break; case 31930: // Judgements of the Wise case 63375: // Improved Stormstrike + case 68082: // Glyph of Seal of Command damage = damage * unitTarget->GetCreateMana() / 100; break; default: -- 1.6.5.1.1367.gcd48 INSERT INTO spell_proc_event () VALUES (54925, 0, 10, 8388608, 520, 0, 16, 0, 0, 0, 0); Try this for the proc problem (untested) Patchfile
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[patch][8944] Use SummonProperties.dbc and related
Lightguard replied to Auntie Mangos's topic in ... acceptedOld
They already gave directions to go to improve the patch. -
Well, for me it looks to be the general way...
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The problem is that totem spells are passive. Passive spells are checked like 3 times before reaching sspt, so no real chance to get this correctly working.
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As nos4r2zod pointed IsPassiveSpell will stop that too. I tested it and fixed that but it wouldn't be a good solution too because if the totem doesn't get removed it will spam castspell.
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