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przemratajczak

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Posts posted by przemratajczak

  1. 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
    

  2. 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.

  3. 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);
    

  4. 
    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?

  5. What happens when a character that is swimming is on top of the threat list? Does the mob ignore that player, but still keep track of thread?

    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.

  6. 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:

    my reproduce method:

    1) learn spell from talent (for example mage: blast wave)

    2) place Icon of spell in action button

    3) switch spec

    4) place another icon in the same slot (for example cold snap)

    5) logout/login - icon of cold snap vanish

    and patch seems solve this problem

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