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przemratajczak

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Everything posted by przemratajczak

  1. bugs: * healing effect of penance has TARGET_SINGLE_ENEMY and SPELL_EFFECT_HEAL what is weird for me and disabling spell cast on friendly units * penance effects are triggered, current default trigger system forces target to cast final spell on itself, so there is no animation effect of launching light balls between caster and target. * dummy spell handles force cast (CastSpell(,,true)) which makes penance invurnable to Silence ugly hack but it has to be done somewhere. diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index 0797939..1a3c60b 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -4353,7 +4353,9 @@ SpellCastResult Spell::CheckCast(bool strict) target_friendly = m_caster->IsFriendlyTo(target); } - if(target_friendly) + // Penance negative target hack + if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0001000000000000) && m_spellInfo->EffectImplicitTargetA[k] == TARGET_SINGLE_ENEMY){} + else if (target_friendly) return SPELL_FAILED_BAD_TARGETS; explicit_target_mode = true; diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index 7d420bd..12b41dc 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -2268,6 +2268,20 @@ void Aura::TriggerSpell() target->CastCustomSpell(target, trigger_spell_id, &mana, NULL, NULL, true, NULL, this); return; } + // Penance effects + case 47758: + case 47757: + case 53001: + case 52986: + case 53002: + case 52987: + case 53003: + case 52988: + { + if (Unit* caster = GetCaster()) + caster->CastSpell(target, triggeredSpellInfo, true, NULL, this, casterGUID); + return; + } } } diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index d173c23..f26312c 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -1680,9 +1680,9 @@ void Spell::EffectDummy(uint32 i) return; } if (m_caster->IsFriendlyTo(unitTarget)) - m_caster->CastSpell(unitTarget, heal, true); + m_caster->CastSpell(unitTarget, heal, false); else - m_caster->CastSpell(unitTarget, hurt, true); + m_caster->CastSpell(unitTarget, hurt, false); return; } break; SQL with coeff INSERT INTO spell_bonus_data VALUES ('47666','0.229','0','0','Penance - dmg effect'), ('47750','0.537','0','0','Penance - heal effect'), ('52983','0.537','0','0','Penance - heal effect'), ('52984','0.537','0','0','Penance - heal effect'), ('52985','0.537','0','0','Penance - heal effect'), ('52998','0.229','0','0','Penance - dmg effect'), ('52999','0.229','0','0','Penance - dmg effect'), ('53000','0.229','0','0','Penance - dmgl effect'); i noticed also that spellcoeff is stored in DBC unk_320_4[1] like for +1k other spells maybe this is the way modifier shuld be implemented?
  2. am I missing something or visual effect is missing? dropped falmetongue totem, used firenova rank 7 http://thottbot.com/s25547 , dmg was dealed but no sign of AoE
  3. it is used to crash server when freeze detector find infinite loop, to be honest this crashlog does not tell anything
  4. both are somehow working, but not fully functional
  5. you would have to hack this by binding somehow ship (go) with (npcs) by for example detached table, map it in memory at server startup and update npcs each time GO is updated. or totaly redesign support for creature movement ;-)
  6. HI, I desperatly need help :< http://www.pastebin.org/89133 this is crashlog from crash happening every few hours. I suspect that it is caused by mtmaps. first it was crashing on (target->processed) than I modified it to something like this http://www.pastebin.org/89134 to make sure that under target->targetGUID is accessable unit, before fourther processing. seems that any attempt to access "target" is crashing. I googled whole day for that bug and found some info that it is caused by any type of mtmaps, because multiple threads are destoying this argument for each other, particulary speaking of triggered spells link. I must confess that I now nothing about multithreading, how to properly lock variables using Mutex or any other method and where to find those critical. If someone could help or give a hint i would appreciate.
  7. does not build on mangos 9310 VC++2008 with SDK 6.0a win32 XP first it is asking for config.h, when renamed config_win32.h to config.h asked for another header files.
  8. is i can remember there are quests with questlevel -1 and those "difficulty" does not depend of player level, for example battleground dailies - they are "yellow" for all players nomather level, repeatable "technical" quests like this one when you can get another sapta in Call of Water, etc if you set them 1 they become grey.
  9. it was working for sure at 3.1.3 for regular npcs, now i don't have clinet to checkout
  10. maybe creature template update? you can set there dmh school and attack speed
  11. http://github.com/mangos/mangos/commit/a01ddd418fad07230843c9b643aae89bc0ed5ab1 looks like some attempt to
  12. it was fixed by vlad, i don;t remember exact rev No. I am now using 9310 and all pets and summons inherit propper PvP flags
  13. cool you get rid off rewmaxmoneyrew in XP counting. in few places valuses were realy weird in UDB
  14. um, sound like honor reward should be handled by spell seems like many thing should be done in more simple generic way than it is now (bg AFK http://thottbot.com/s43681 etc )
  15. mangos 9310 http://www.pastebin.org/87065 crashed when rolling melee outcome
  16. RewMoneyMaxLevel is causing issue. according to http://udbforums.kicks-ass.net/index.php?topic=13030.0 this is full offi data so something has to be wrong in formula: uint32 Quest::XPValue( Player *pPlayer ) const { if( pPlayer ) { if( RewMoneyMaxLevel > 0 ) { uint32 pLevel = pPlayer->getLevel(); uint32 qLevel = QuestLevel > 0 ? (uint32)QuestLevel : 0; float fullxp = 0; if (qLevel >= 15) fullxp = RewMoneyMaxLevel / 6.0f; else if (qLevel == 14) fullxp = RewMoneyMaxLevel / 4.8f; else if (qLevel == 13) fullxp = RewMoneyMaxLevel / 3.666f; else if (qLevel == 12) fullxp = RewMoneyMaxLevel / 2.4f; else if (qLevel == 11) fullxp = RewMoneyMaxLevel / 1.2f; else if (qLevel >= 1 && qLevel <= 10) fullxp = RewMoneyMaxLevel / 0.6f; else if (qLevel == 0) fullxp = RewMoneyMaxLevel; if( pLevel <= qLevel + 5 ) return (uint32)fullxp; else if( pLevel == qLevel + 6 ) return (uint32)(fullxp * 0.8f); else if( pLevel == qLevel + 7 ) return (uint32)(fullxp * 0.6f); else if( pLevel == qLevel + 8 ) return (uint32)(fullxp * 0.4f); else if( pLevel == qLevel + 9 ) return (uint32)(fullxp * 0.2f); else return (uint32)(fullxp * 0.1f); } } return 0; } I took random quests from wowhead and assuming that wowhead has valid data our formula is clearly wrong. http://www.sendspace.com/file/ff5bhd there are two trends on the chart. one is slowly decreasing, one is constant about 1.6 XP per copper RewMoneyMaxLevel. I think it means that some kind of quest flag has deep impact in quest reward. ofc it is just small sample, deeper research would require parsing whole wowhead data, and looking for pattern.
  17. MaNGOS 9310 UDB 387 (clean) SD2 1566 Quest rewards for some quests are badly counted. In quest log amount of XP for quest is 10 times higher comparing with quest giver gossip menu, or with actualy rewarded. how to reproduce: 1) get horde character and go creature id 21772 2) take quest http://thottbot.com/q11046 3) you will see things like posted below http://img525.imageshack.us/gal.php?g=wowscrnshot020610124346.jpg
  18. patch like thisone is circulating between variant repositories http://github.com/Salja/evo-X/commit/871689d29aefd2e1eeac5c21943d48a4436f50d7
  19. if this won't be accepted before next release of UDB updatepack it will create mess in character_spells because npc_triner will be filled with Black Arrow ranks at last.
  20. thanks NF thats what i thought. It should be done somehow elseway. Thread can be closed now.
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