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przemratajczak

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Everything posted by przemratajczak

  1. probably you have to send packet to player to do this, what is more weird because all of that kind of spells are client-side handled. I checked all spells with stance = 1 and none was usfull in this case so we have to realise it somehow server-side
  2. you are unable to cast dash without cat from ("Must be in Cat Form" pops up). If you change shapeshift from cat to any other - aura remains but speed bonus is lost, recasting Cat Form restore incresed speed bonus.
  3. i am using this patch for 2 weeks, works on whole world and didn't noticed any performance reduction. good work
  4. someone forgot to apply ths part or similar code to master when reviewing this: - // Shred also have bonus as MECHANIC_BLEED damages - if (spellProto && spellProto->SpellFamilyName==SPELLFAMILY_DRUID && spellProto->SpellFamilyFlags & UI64LIT(0x00008000)) + // Shred and Maul also have bonus as MECHANIC_BLEED damages + if (spellProto && spellProto->SpellFamilyName==SPELLFAMILY_DRUID && spellProto->SpellFamilyFlags & UI64LIT(0x00008800)) that disables maul to contribute from bleeding effects on target
  5. your cashlog is simple lucky men Spell::DoAllEffectOnTarget (this=0x7f92f65c9a10, target=0x0) checkout before if (target->processed) if target exists (not NULL) if this won't help move line creating pointer to unit before " if (target->processed)" and prior to it check if pointer was successfully created. previously on std::list it was returning 0x10 what is not equal to NULL so that kind of check was useless ;-) and any attepts to access target were crashing server.
  6. updated verion to 9365 http://www.sendspace.com/file/cn8za2 also included check for bear/direbera form
  7. on offi client is Displaying "Must be in Cat Form" and spell is not processed, so seems above solutions are incomplete half fix i am using looks like this: diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index 24bdfaa..5ac1fc0 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -5170,6 +5170,14 @@ SpellCastResult Spell::CheckCast(bool strict) break; } + case SPELL_AURA_MOD_INCREASE_SPEED: + { + // Dash in Cat From check + if (m_spellInfo->SpellFamilyName == SPELLFAMILY_DRUID && m_spellInfo->SpellIconID == 959) + if ( m_caster->m_form != FORM_CAT) + return SPELL_FAILED_ONLY_SHAPESHIFT; + break; + } default: break; } still missing packet data for propper error display
  8. Hi i want to share my one findiding which could greatly simplify code used for spell_bonus_data look at DBC field unk_320_4[1]. It is opend forum so i probably cannot post whole column but as far as i checked there could be stored direct spell_bonus_data, at least for some spells. for example penance: mysql> select id,spellname_1,unk_320_4_1 from dbc_spell where spellname_1 like ' %penance%'; +-------+--------------------------+-------------+ | id | spellname_1 | unk_320_4_1 | +-------+--------------------------+-------------+ | 47540 | Penance | 0 | | 47666 | Penance | 0.229 | | 47750 | Penance | 0.537 | | 47757 | Penance | 0 | | 47758 | Penance | 0 | | 52922 | The Inquisitor's Penance | 0 | | 52923 | The Inquisitor's Penance | 0 | | 52983 | Penance | 0.537 | | 52984 | Penance | 0.537 | | 52985 | Penance | 0.537 | | 52986 | Penance | 0 | | 52987 | Penance | 0 | | 52988 | Penance | 0 | | 52998 | Penance | 0.229 | | 52999 | Penance | 0.229 | | 53000 | Penance | 0.229 | | 53001 | Penance | 0 | | 53002 | Penance | 0 | | 53003 | Penance | 0 | | 53005 | Penance | 0 | | 53006 | Penance | 0 | | 53007 | Penance | 0 | | 54518 | Penance | 0 | | 54520 | Penance | 0 | | 63235 | Glyph of Penance | 0 | | 63874 | Glyph of Penance | 0 | | 64282 | Glyph of Penance | 0 | | 66097 | Penance | 0 | | 66098 | Penance | 0 | | 68029 | Penance | 0 | | 68030 | Penance | 0 | | 68031 | Penance | 0 | | 69905 | Penance | 0 | | 69906 | Penance | 0 | | 71137 | Penance | 0 | | 71138 | Penance | 0 | | 71139 | Penance | 0 | +-------+--------------------------+-------------+ 37 rows in set (0.23 sec) those with zeros are spell triggers used for propper spell mechanic. 0.229- dmg effect coeff - correct | 0.537 - healing coeff - correct http://github.com/mangos/mangos/commit/20385738b8622d337a42b3d87b57fab9b75ddd1d all those should have zeros mysql> select id,spellname_1,unk_320_4_1 from dbc_spell where id in (31024,17712 ,5707,38395); +-------+------------------------+-------------+ | id | spellname_1 | unk_320_4_1 | +-------+------------------------+-------------+ | 5707 | Lifestone Regeneration | 0 | | 17712 | Lifestone Healing | 0 | | 31024 | Living Ruby Pendant | 0 | | 38395 | Siphon Essence | 0 | +-------+------------------------+-------------+ 4 rows in set (0.01 sec) checked also Cone of Cold and Blizzard and few other spells that was also matching
  9. after finaly manage how to compile this "crap" for 18h I havn't any (550ppl)
  10. can this be matter of CPU type? (AMD/Intel)
  11. diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index d173c23..f9587df 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -1396,6 +1396,15 @@ void Spell::EffectDummy(uint32 i) m_caster->CastSpell(m_caster, 54861, true, m_CastItem); else // Knocked Up - backfire 5% m_caster->CastSpell(m_caster, 46014, true, m_CastItem); + + if (m_caster->GetTypeId() == TYPEID_PLAYER) + { + Player* pPlayer = ((Player*)m_caster); + // Nitro Boosts - drop BG flag + if(pPlayer->InBattleGround() && (pPlayer->HasAura(23335) || pPlayer->HasAura(23333) || pPlayer->HasAura(34976))) + if(BattleGround *bg = pPlayer->GetBattleGround()) + bg->EventPlayerDroppedFlag(pPlayer); + } return; case 58418: // Portal to Orgrimmar case 58420: // Portal to Stormwind
  12. bump for developement :< i know my patch is hacky and maybe this is not good way but this stored in default sourcecode is albo bad.
  13. ok, we've got 3 places where those 4 totems are destroyed: 1) quest template itself ( http://www.wowhead.com/?quest=14100#comments ) 2) selfcasted spell with reagents http://www.wowhead.com/?spell=66747 3) DuelVsPlayer casted spell with spellEffect http://www.wowhead.com/?spell=66744 imho quest_template should be once again repacked from WDBs to make sure everything is in order. If it realy has ReqItemCountX = 1 than we should consider about adding exception/questflag or other field disabling destroying items pointed in ReqItemIdX secound thouht is "Make Player Destroy Totems" in it's spelleffect, as it has propper spell target, should force selfcast on player "Totem of Earthean Ring" which will destroy finally totems and add reward.
  14. so try to apply on the top of Jindo's UpdateAI() if (!m_creature->SelectHostileTarget() || !m_creature->getVictim()) return;
  15. * wand autoshot begins with 0.5sec delay * all spell casted are interrupting wand auto-shot loop http://www.sendspace.com/file/hpuvn7
  16. if (uiCastFlags & CAST_FORCE_TARGET_SELF) pCaster = pTarget; shouldn't those be switched?
  17. Vladimir some time agro posteted offcial statement that this kind of multithreading will never be implemented in project. Only acceptable way is parallel access to "bottlenecking" blocks of code inside application itself. At least i understood it this way.
  18. Physical Memory: 4194303 KB (Available: 4194303 K) you've runed out of memory
  19. i've got access to mage/hunter/druid/warrior around 40lvl if you've got precised questions please ask.
  20. i wonder if SummonWild shouldn't be rewrited using Create() instead SummonCreature because all changes in default template (setlevel(), setdisplayid(), etc) has to be done before creature is actualy spawed to avoid animation like "levelup!" or maybe it is done by some spell?
  21. when i cast triggered_spell_id using .cast it looks OK, but in "players" way visual is missing
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