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raftom

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  1. i kinda couldn't find anything that looks like 40% for spell http://www.wowhead.com/spell=12848 rank 1 and 5 have also value:1 with applyaura: dummy in effect box (no idea if it's important or not) anyway... this fix is wondering on forum for such a long time, it 'd be nice if sb actually apply this
  2. DELETE FROM `spell_bonus_data` WHERE `entry` = 116; INSERT INTO `spell_bonus_data` (`entry`, `direct_bonus`, `dot_bonus`, `ap_bonus`, `comments`) VALUES ('116','0.8550','0','0', 'Mage - Frost Bolt'); spell power coeff is for patch 3.3.0. this one above is new bonus for patch 3.3.3 (5% increased spell power coeff) http://www.wowhead.com/patchnotes=3.3.3
  3. what about the 2nd effect of for example http://www.wowhead.com/spell=61311? is it somehow connected to this 30% extra reputation?
  4. it fixes a bug that teams with rating below 1500 dont gets points as if they where at 1500 rating http://www.wowwiki.com/Season_6 here is small info diff --git a/ArenaTeam.cpp b/ArenaTeam2.cpp index ed4ce5b..4d413d6 100644 --- a/ArenaTeam.cpp +++ b/ArenaTeam2.cpp @@ -523,7 +523,10 @@ uint32 ArenaTeam::GetPoints(uint32 MemberRating) float points; uint32 rating = MemberRating + 150 < m_stats.rating ? MemberRating : m_stats.rating; - + + if (sWorld.getConfig(CONFIG_UINT32_ARENA_SEASON_ID) >= 6 && rating <= 1500) + rating = 1500; + if(rating <= 1500) points = (float)rating * 0.22f + 14.0f; else also try checking arena calculators for more info plz test and share comments
  5. maybe it should be written in the same way as warrior's overpower ?
  6. and i wonder why is that ... since hots still heal at your max health, and your max heath isnt increasing, the condition (target->health>=target->maxhealth) must be checked somewhere to prevent adding excess health :confused:
  7. warbringer uses both 262 and 275 abilities using aura 262 http://thottbot.com/?e=Apply%20Aura%20262
  8. i believe this kind of implementation was already put on forum ... dont know why wasn't add to git anyway thx
  9. well to me rune strike should be implemented similar to warrior's overpower... check Unit::ProcDamageAndSpellFor() for REACTIVE_OVERPOWER
  10. i rewrite the patch using suggestions posted by lightguard... i hope it will not crash now
  11. hmm i dont think ttw affects frostbolt but it should
  12. hmmm i found this (divine purpose) AuraMap& Auras = pVictim->GetAuras(); for(AuraMap::const_iterator iter = Auras.begin(); iter != Auras.end() { SpellEntry const *spell = iter->second->GetSpellProto(); if( spell->Mechanic == MECHANIC_STUN || spell->EffectMechanic[iter->second->GetEffIndex()] == MECHANIC_STUN) { pVictim->RemoveAurasDueToSpell(spell->Id); iter = Auras.begin(); } else ++iter; } is this a better way to write haste part of the glyph?
  13. i edited first post... now it's in correct spellfamilyname case and i added remove only negative spell haste aura plz test and share comments:)
  14. now let devs look at this thread and get their opinion about patches
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