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maly32167

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Everything posted by maly32167

  1. You can just use this to avoid including additional files: Unit *GetMisdirectionTarget(); in header Unit * Unit::GetMisdirectionTarget() { return m_misdirectionTargetGUID ? ObjectAccessor::GetUnit(*this, m_misdirectionTargetGUID) : NULL; } in CPP I have been using this for ages as I wrote - never crashed (no need of adding IsInWorld() )
  2. "I don't think a player could kill mobs without being hit in return. " I have seen some cases like these but its kinda rare bug on blizz - maybe it was fixed as I ecountered such bug long time ago
  3. CreatureAISelector.cpp line 37 -> if(CreatureAI* scriptedAI = Script->GetAI(creature)) happened to me If I had ScriptDev DLLs but forgot to recompile them (so they are not loaded) Every time You compile core You must compile scripts too so they get linked (either it will crash at this point from creature that have AI assigned)
  4. I seriously don't see what people like in DB scripting... even without programming knowledge C++ scripts are more readable in my opinion, finding/doing something in EventAI is goddamn annoying (but its just my small opinion)
  5. You can add special call for Aura being removed (You can see how calls are done by looking at any other) to DLLs or check if Aura is still on boss in AIUpdate void
  6. Imo at some points hardcoded things are more readable that thousand things @ DB tables (If we consider SpellEffect::EffectDummy and Aura::HandleAuraDummy)
  7. Thanks, It works all fine now. - always good job Vladimir
  8. @ Wowka321 - Havent happened for 10 hours since server was updated (on [10114])
  9. I have some question (its not about bug reporting or isnt meant to be a complain statement - just want to ask If its some random bug of mine/my DB or something occuring on mangos) Is anyone having strange instance problem with players entering in parties to dungeons (especially heroic mode) after Vladimir's instance handler rewrite ? Happens that player with ID can enter, but the same group memer without ID cant - Are teleported to homebind place. Would like to know if anyone else had that problem on latest versions - I use clean InstanceSaveMgr.cpp/h and Map.cpp/h (with some non-instance/save related changes) thus I'm wondering if its something on my side
  10. They finally fixed git network graph. Semes like they applied some limitation of branches shown, probably by removing the empty ones. Nice to see it finally working.
  11. He uses some custom patch / core, I remember having It too from somewhere over git repos, It was about some Bag object creating and was reporting somekind of 'pseudo' cheat detection
  12. I dont think it will crash, i remember long time ago emulators had 50 not 49 players on who-list as noone cared or knew exact value... im not sure actually, i just remember it wasnt '49' sometime ago on privates ;p
  13. Actually blizzard handles many (dunno if all ?) of them with auras http://www.wowhead.com/spell=46073 http://www.wowhead.com/spell=72884 and many more These are dummy auras that should not allow to get credit again from mob for some duration
  14. You can always use in-client filters like /who 80 or/ who -c priest Also, did You try to change ?
  15. You can do boolean check for values, i use it a lot for 1/2 chance checks like if(urand(0,1) ? do smth if true : do smth if not ), false will be always returned for 0 with boolean check for numeric value
  16. Nice work on patch Laise, however, in proccing version, You cannot get from which wepaon it procced, so Your version works only to proc offhand weapon poison, what if Deadly Poison is on offhand ? It should proc mainhand weapon poison This version works for having Deadly Poison on either Main Hand or Offhand weapon, Your patch looks a lot cleaner and generic so this is just an idea prolly to rewrite diff --git a/src/game/Player.cpp b/src/game/Player.cpp index 77cf7cd..e47cb10 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -7452,7 +7452,57 @@ void Player::CastItemCombatSpell(Unit* Target, WeaponAttackType attType) if(IsPositiveSpell(pEnchant->spellid[s])) CastSpell(this, pEnchant->spellid[s], true, item); else + { CastSpell(Target, pEnchant->spellid[s], true, item); + + // Deadly Poison effect of applying second item poison + if(pEnchant->aura_id == 26) + { + SpellEntry const * pSpellEntry = sSpellStore.LookupEntry(pEnchant->spellid[s]); + if(!pSpellEntry || pSpellEntry->EffectApplyAuraName[0] != SPELL_AURA_PERIODIC_DAMAGE) + return; + + Aura *poison = 0; + // Lookup for Deadly poison (only attacker applied) + Unit::AuraList const& auras = Target->GetAurasByType(SPELL_AURA_PERIODIC_DAMAGE); + for(Unit::AuraList::const_iterator itr = auras.begin(); itr!=auras.end(); ++itr) + if( (*itr)->GetSpellProto()->SpellFamilyName==SPELLFAMILY_ROGUE && + ((*itr)->GetSpellProto()->SpellFamilyFlags & UI64LIT(0x10000)) && + (*itr)->GetCasterGUID()== GetGUID() ) + { + poison = *itr; + break; + } + + if(poison && poison->GetStackAmount() >= 5) + { + Item *item = GetWeaponForAttack(attType == BASE_ATTACK ? OFF_ATTACK : BASE_ATTACK ); + if (!item) + return; + + // all poison enchantments is temporary + uint32 enchant_id = item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT); + if (!enchant_id) + return; + + SpellItemEnchantmentEntry const *pSecondEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); + if (!pSecondEnchant) + return; + + for (uint8 s = 0; s < 3; ++s) + { + if (pSecondEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL) + continue; + + SpellEntry const* combatEntry = sSpellStore.LookupEntry(pSecondEnchant->spellid[s]); + if (!combatEntry || combatEntry->Dispel != DISPEL_POISON) + continue; + + CastSpell(Target, combatEntry, true, item); + } + } + } + } } } }
  17. Oh sorry, didnt look for any other patch for this, can be removed then as faramir118's is mostly the same
  18. Firstly i thought its blizzard change that heal criticals are not shown anymore however my friend told me its mangos bug so i checked all possible values and found out blizzard changed SMSG_SPELLHEALLOG a bit They added new uint32 value for Heal Absorbing (for ecounters like Lord Jaraxxus in Trial of the Crusader) And as of the add, critical bool moved to last field; After patch critical heals are properly shown, also absorb value must be handled by effect of SPELL_AURA_301 and similar probably. diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index a98c79f..3814360 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -9295,14 +9295,14 @@ Unit* Unit::SelectMagnetTarget(Unit *victim, SpellEntry const *spellInfo) void Unit::SendHealSpellLog(Unit *pVictim, uint32 SpellID, uint32 Damage, uint32 OverHeal, bool critical) { // we guess size - WorldPacket data(SMSG_SPELLHEALLOG, (8+8+4+4+1)); + WorldPacket data(SMSG_SPELLHEALLOG, (8+8+4+4+4+4+1)); data.append(pVictim->GetPackGUID()); data.append(GetPackGUID()); data << uint32(SpellID); data << uint32(Damage); data << uint32(OverHeal); + data << uint32(0); // Absorb handled by SPELL_AURA_301 data << uint8(critical ? 1 : 0); - data << uint8(0); // unused in client? SendMessageToSet(&data, true); }
  19. Thyros; seems to be, look at file headers, notification of Trinity code existance is there
  20. For Glyph I did http://github.com/gc/mangos/commit/f7bcd70900c5018e3a05ced444f864be031e3116 It works fine however im not sure if its proper place to modify value
  21. Is setting Mirror Images names working with these patches ? i mean inheriting owner name after summoning ?
  22. UDB, after using patch it crashes the same amount, just in random places, like WorldSession::HandleMovementOpcodes and many other, just totally random like You said, it doesnt stop from crashing, just delaying it.
  23. Worked fine on custom dual-spec patch, on 3.2.2 though (check possibly added in 3.3+ then) however why client gives such error, it should be possible to have 2, same glyphs but in different specs
  24. You cannot apply same glyph to another spec ("That Glyph is already inscribed in your spellbook") I tryed printfing some things, and its not CheckCast which returns SPELL_FAILED_UNIQUE_GLYPH, on 3 log-level nothing is shown, even item-use
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