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rechapa79

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Posts posted by rechapa79

  1. here is the deal: this spell works(or should work) in a similar way to mage's cone of cold only instead of freezing the target it should knock them back 5 yards.

    so basically it should do 2 things when it finds a target:

    1-run a server side script in charge of knocking back the enemy

    2-apply a damage related spell (id available on the DBC )

    the first problem i ran into is, while the spell animation is clearly shown, it triggers no events on targets. its like the spell cant "see" the enemies in front of it.

    I have absoultly no clue of how to make that part work

    the second problem (and im probably getting ahead of myself) is how do i read the spell id for the damage part of the spell. its on column 130 from what i can tell

    can anyone lend a hand?

  2. I don't understand why, Hammer of Wrath already have an entry in spell_bonus_data table, and it currently benefit of 2 times 0.15 SP + 0.15 AP, so, if we don't modify that code, we should at least remove the entry in spell_bonus_data.

    i dont understand it either. but the fact is hammer of wrath isnt taking twice the coefficients as others spells do. if you remove the db entry, the spell deals base damage. if you remove the code, it deals base damage.

    beats me

  3. Well, I use an older rev than the one in svn, wich doesn't have that part and I thought that was older because of old values ^^

    EDIT : same thing for Judgement of Vengeance, in SpellEffect.cpp, delete lines 551 to 554 and replace line 566 by

    damage *= stacks * 10 /100;

    Also delete lines 568 to 583 (Hammer of Wrath already have an entry in spell_bonus_data table)

    if you make this code modifications Judgement of Vengeance deals no damage and hammer of wrath only deals base damage. best to leave them as it is

  4. you might need to add this code patch:

    
    2009-03-08 12:19 diff -rul a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp Page 1
    
    
    --- a/src/game/SpellEffects.cpp    2009-03-08 12:15:02.000000000 -0200
    +++ b/src/game/SpellEffects.cpp    2009-03-08 12:16:27.000000000 -0200
    @@ -1559,14 +1559,7 @@
    
                switch(m_spellInfo->Id)
                {
    -                // Judgement of Righteousness (0.2*$AP+0.32*$SPH) holy added in spellDamagBonus
    -                case 20187:
    -                {
    -                    if (!unitTarget)
    -                        return;
    -                    m_damage+=int32(0.2f*m_caster->GetTotalAttackPowerValue(BASE_ATTACK));
    -                    return;
    -                }
    +                
                    case 31789:                                 // Righteous Defense (step 1)
                    {
                        // 31989 -> dummy effect (step 1) + dummy effect (step 2) -> 31709 (taunt like spell for each target)
    
    

    because the current code is adding the spell coefficients TWICE making Judgement of Righteousness extreamly overpwered

  5. judgement of the martyr and judgement of blood backlash coefficients seem wrong.

    i think they should be:

    -----------------------------------------------------------------------------------------

    ----------------------------------------------------------------------------------------

    EDIT:nevermind the backlash base damage seems bugged

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