rastikzzz
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Everything posted by rastikzzz
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maybe you should write why it has to be removed.. eg. link to patch notes where it is said. maybe then it will be accepted
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or you can use a normal fix like this : // Mark of Blood if (dummySpell->Id == 49005) { // TODO: need more info (cooldowns/PPM) + basepoints0 = triggerAmount * target->GetMaxHealth() / 100; triggered_spell_id = 50424; break; } (PS : this is writed by hand, not tested)
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there is still missing check when removing that aura on stealth break -> rouge can have 2 stealth auras at once - vanish and stealth. when vanish fades, overkill should persist because rogue has another stealth aura active - "stealth"
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What bug does the patch fix? What features does the patch add? there is mistake : SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER+i,0.0f); UNIT_FIELD_POWER_COST_MODIFIER is uint32 value, not float. UNIT_FIELD_POWER_COST_MODIFIER // Size: 7, Type: INT, Flags: PRIVATE, OWNER_ONLY For which repository revision was the patch created? 76xx Is there a thread in the bug report section or at lighthouse? no Who has been writing this patch? rastikzzz diff --git a/src/game/Player.cpp b/src/game/Player.cpp index 97e198a..e5f8ed7 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -2414,7 +2414,7 @@ void Player::InitStatsForLevel(bool reapplyMods) SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0); for(int i = 0; i < MAX_SPELL_SCHOOL; ++i) { - SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER+i,0.0f); + SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER+i,0.0f); SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f); } // Reset no reagent cost field
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the funny thing about this is, that if (spellProto->SpellFamilyFlags == 0x1) is spellfamily of POWER WORD SHIELD, not reflective shield. as you can see in source a bit above : AuraList const& vSchoolAbsorb = pVictim->GetAurasByType(SPELL_AURA_SCHOOL_ABSORB); for(AuraList::const_iterator i = vSchoolAbsorb.begin(); i != vSchoolAbsorb.end() && RemainingDamage > 0; ++i) { Modifier* mod = (*i)->GetModifier(); if (!(mod->m_miscvalue & schoolMask)) continue; SpellEntry const* spellProto = (*i)->GetSpellProto(); spellproto is from aura that absorb dmg -> in this case power word shield. and power word shield has spell family flag = 0x1. so the code is correct and you used spell icon id 566, whitch is the same for reflective shield and power word shield so it was still working.. But i never had problems with reflective shield, i dont know why is not working on your server
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lifebloom final heal is not working due to this check uint32 Unit::SpellHealingBonus(Unit *pVictim, SpellEntry const *spellProto, uint32 healamount, DamageEffectType damagetype, uint32 stack) { // No heal amount for this class spells if (spellProto->DmgClass == SPELL_DAMAGE_CLASS_NONE) return healamount; so i changed it a bit if (spellProto->DmgClass == SPELL_DAMAGE_CLASS_NONE && spellProto->SpellFamilyName == SPELLFAMILY_GENERIC) return healamount; and now is working perfectly
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it can crash server because GetCaster() can be null
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you have error there, do not use if(!(m_target->IsBanished())), but try rather if(!(target->IsBanished())), there is even comment Unit* target = m_target; // aura can be deleted in DealDamage it will crash server if aura was deleted, because m_target do not exist
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http://github.com/mangos/mangos/commit/38703abb01d010509b9895de1c6546979bf197c8 apply again this revert to your mangos. you can run with this 2000+ players for some unk reason it is still in source..
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