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rastikzzz

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Everything posted by rastikzzz

  1. 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
  2. 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)
  3. 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"
  4. 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
  5. 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
  6. 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
  7. it can crash server because GetCaster() can be null
  8. 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
  9. 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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