przemratajczak
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Everything posted by przemratajczak
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confirmed (though on RSA branch)
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MaNGOS 11510 UDB 401 Added support for visual dummy aura of Durotar Scorpion companion. diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index 1a42d5f..2b5cabf 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -1759,8 +1759,10 @@ void Aura::TriggerSpell() // case 62571: break; // // Mulgore Hatchling // case 62586: break; -// // Durotar Scorpion -// case 62679: break; + // Durotar Scorpion + case 62679: + trigger_spell_id = auraSpellInfo->CalculateSimpleValue(m_effIndex); + break; // // Fighting Fish // case 62833: break; // // Shield Level 1
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Support for bosses which do not move
przemratajczak replied to Auntie Mangos's topic in OldCore modifications
one more thing, maybe related to this. on offi, when you enable "show target of target" when boss casts spell you can clearly see that it is always changing current target. For example KelThuzad use his frostbolts on random raid member so for spellcast time he switch target from main agroo to current target. -
on retail i can charge anything that is in my LOS. so if charge can be used is determined by LoS, but path that i charge is not always stright. in mana tombs instance there are a lot of portals, tombs, and other small obstacles. when i charge mobs there my path avoid all of them. Warsong charge is rather LoS bug where you can even cast long range spells through ground on players repopping at graveyard. when creature stand on wall a feet from edge it is most likely nor charge nor any other spell will succeed.
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MaNGOS 11304 SD2 2016 UDB 400 In instance Azjol Nerub npc "world triggers" have periodic auras which periodic dummy proc are supposed to summon spiders. diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index f48d37c..4d10f4c 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -8137,6 +8137,15 @@ void Aura::PeriodicDummyTick() case 52441: // Cool Down target->CastSpell(target, 52443, true); return; + case 53035: // Summon Anub'ar Champion (Azjol Nerub) + target->CastSpell(target, 53014, true); + return; + case 53036: // Summon Anub'ar Necromancer (Azjol Nerub) + target->CastSpell(target, 53015, true); + return; + case 53037: // Summon Crypt Fiend (Azjol Nerub) + target->CastSpell(target, 53016, true); + return; case 53520: // Carrion Beetles target->CastSpell(target, 53521, true, NULL, this); target->CastSpell(target, 53521, true, NULL, this);
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[Patch] SummonedMovementInform() in WaypointMovementGenerator
przemratajczak replied to a topic in ... under reviewOld
it would make quite few scripts less complicated, thx -
patch still valid on 10198. to restore compilation with aurahandler system just drop Item and Aura from CastSpell() function. I wondered about optimization with switch by GetId() ? or at last by using `else if`?
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all codeboxes from old topics are narrow, that it shows only 2-3lines of included code. it makes it very hard to review. I am using winXP x32 with Chrome, tested also on IE 6.0
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confirmed, seems working fine, but only when you use it as it suppose to be used (casting judgment dmg spell with .cast 54158 does not include HSP).
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yes, i struggled with flametongue weapon + elemental weapons. player switch spec receive 2xspell power bonus. soultion was removing temp enchants at spec switch. unfortunately i don't have access to shaman on retail acc to checkout how it is solved on offi
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tested and works fine. thankyou
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diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index c8b68a7..4c0df6e 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -2854,6 +2854,9 @@ void Spell::cast(bool skipCheck) // Faerie Fire (Feral) if (m_spellInfo->Id == 16857 && m_caster->m_form != FORM_CAT) AddTriggeredSpell(60089); + // Berserk (Bear/Direbear Mangle affecting up to 3 targets) + else if (m_spellInfo->Id == 50334) + AddTriggeredSpell(58923); break; } case SPELLFAMILY_ROGUE: ps is it only me seeing code box with only one line in forst post?
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[Patch] Rend and Tear & AuraState:18
przemratajczak replied to Auntie Mangos's topic in ... under reviewOld
update http://pastebin.pl/26139 << MaNGOS 10176 (insider42 fork) after briefly testing seems working fine -
some time ago (on 2.4.3) reloading single gamobject_scripts crashed server
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patch proposed by Infinity in #208 + mutex on unit and spellevent update despite that it looks ugly in some places still works fine for me.
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i heart that all classes global cooldown can be avoided by fast clicking. it affects only instant cast spells and melee abilities.
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npc spellclick is not usable when player is in combat, dunno why such a limitation is implemented. the same issu with ravozius (naxxramas) dominantion crystals. maybe someone have answer ;-)
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you've runed out of memory, server cannot allocate any more. question is did you enabled to many features or created freeze loop
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MaNGOS 10105 UDB 391 fixed immense amount of health refunded by Fel Synergy healing effect. INSERT INTO spell_bonus_data VALUES (54181,0,0,0,'Fel Synergy healing effect');
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[patch] Small aura-related change
przemratajczak replied to Auntie Mangos's topic in ... acceptedOld
midsummer festival XP aura. orginally it is 3 min, each tick of ribbon pole dummy aura elongs it byt another 3min to max 1h, but orginal duration is only 3min. -
Aggro system on mangos needs some love from a long time. 1) NPC should aggro on all types of spellhits (miss, dodge etc) - but this is offtopic here 2) if there is no top threat target in availeble range, they try to attack from ranged abilities. If they don't have this kind of abilities they attack closest target in melee range. This also affects rooted, or freezed creatures. If you turn on showing `target of target` you will see that target is changing. When root faids NPC resume to attack previus target (if temporary does not build enough threat) 3) creatures chaising player share threat with all friendly units on their path I think that NPC attention should be fixed in more generic way than some problems with your patch would be solved or at least simplified.
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nevermind, my mistake
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diff from clean 10073 http://pastebin.com/tBbTqdqz <= checked once again and working. Maybe tell us what did you do to make icons vanish? i tested my described previously way: and patch seems solve this problem
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