NetSky
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this is my suggestion how you should do this:
This might be better.diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index c60809e..3b43a57 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -4196,6 +4196,12 @@ void Aura::HandleAuraPeriodicDummy(bool apply, bool Real) m_target->RemoveAurasDueToSpell(31665); break; } + // Overkill + if (spell->Id == 58428 && !apply) + { + m_target->RemoveAurasDueToSpell(58427); + break; + } break; } case SPELLFAMILY_HUNTER: @@ -5245,6 +5251,8 @@ void Aura::HandleShapeshiftBoosts(bool apply) uint32 spellId = 0; uint32 spellId2 = 0; uint32 HotWSpellId = 0; switch(GetModifier()->m_miscvalue) { @@ -5307,6 +5315,9 @@ void Aura::HandleShapeshiftBoosts(bool apply) case FORM_GHOUL: case FORM_SHADOW: case FORM_STEALTH: + if(m_target->HasAura(58426)) + { + spellId = 58427; + spellId2 = 58428; + } + break; case FORM_CREATURECAT: case FORM_CREATUREBEAR: spellId = 0; diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp index 7fd3d1a..ebf22b7 100644 --- a/src/game/SpellMgr.cpp +++ b/src/game/SpellMgr.cpp @@ -1371,6 +1371,10 @@ bool SpellMgr::IsNoStackSpellDueToSpell(uint32 spellId_1, uint32 spellId_2) cons return false; } + //Overkill + if( spellInfo_1->SpellIconID == 2285 && spellInfo_2->SpellIconID == 2285 ) + return false; + // Garrote -> Garrote-Silence (multi-family check) if( spellInfo_1->SpellIconID == 498 && spellInfo_2->SpellIconID == 498 && spellInfo_2->SpellVisual[0] == 0 ) return false;
why are you using new spell id defines? this is not neccesary for this case because stealth form has not any other spell id applied than 0 which could also be deleted beacause there is no redefinition needed. spellids get initialized with 0. for talents like master shapeshifter you need extra spellid defines because spell ids are already in use at shapeshift. for additional damage calculation you can lookup my master shapeshifter patch(dire bear or bear form)
check http://github.com/NetSky/mangos/commit/0c1acaddb6c627bd9f37743ad625c1b0cab95d51 as an example but take care whitespaces got fixed in a later commit). spell and heal damage boni are still to hacky this way thats why i am working on an generic methods with new unit stat applied adding percantage spell damage done by several spells or whole class spell categories related to caster.
edit:
+ if(((Player*)this)->HasAura(48412))
+ {
+ if(((Player*)this)->HasAura(48422) && spellProto->Effect[effect_index] == SPELL_EFFECT_HEAL)
+ value = value * 1.04;
+ if(((Player*)this)->HasAura(48421) && spellProto->Effect[effect_index] == SPELL_EFFECT_SCHOOL_DAMAGE)
+ value = value * 1.04;
+ }
+ }
has to be replaced by
+ if(((Player*)this)->HasAura(48412))
+ {
+ if(((Player*)this)->HasAura(48422) && spellProto->Effect[effect_index] != SPELL_EFFECT_SCHOOL_DAMAGE)
+ value = value * 1.04;
+ if(((Player*)this)->HasAura(48421) && spellProto->Effect[effect_index] != SPELL_EFFECT_HEAL)
+ value = value * 1.04;
+ }
+ }
[FIX/PATCH][7664] Overkill
in ... acceptedOld
Posted
ok i see what you are pointing at but on the other hand this is hacky too i suggest.
btw i already told you i am working on a generic solution for additional spell/healing boni i know its hacky