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reeshack

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Posts posted by reeshack

  1. Thank you for explanation :)

    But I still do not understand one thing - what is the difference between damage done a taken? Aren't those two supposed to be equal? I.e. the damage that caster does to target is equal to the damage that target takes from caster...Or do I interpret it wrongly?

  2. I found a little bug related to this fix - according to wowhead comments, if Drain Soul is casted on a target below or at 25% HP, the damage should be still 4 times higher even if the target gets during the channneling over 25% of its HP (f.e. it is healed by somebody...).

    Currently, the damage is 4x higher if at the time of the periodic tick is target below or at 25% HP.

  3. warlock on my server found bug - when lock dies with summoned teleport, it does not disappear and after ress he can teleport to it even if he is out of range.

    I have tested this a bit and it seems to me that this happens only if you die in battleground, otherwise if you die, the gameobject is still summoned but you have to re-summon it after ressurection in order to use Demonic Circle : Teleport...

  4. What bug does the patch fix? What features does the patch add?

    Fixes the Improved Soul Leech warlock talent.

    For which repository revision was the patch created?

    Rev. 8877

    Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

    Haven't found any in the first 150 results :o.

    Who has been writing this patch? Please include either forum user names or email addresses.

    Me, reeshack.

    paste2.org: http://paste2.org/p/558554

    It works but it still seems to be a bit more complicated solution than it should be - any new ideas and tips are welcome of course :).

  5. What bug does the patch fix? What features does the patch add?

    Updates the Replenishment and Infinite Replenishment + Wisdom to its 3.2 version (1% max mana per 5 sec instead of 0.25% per sec). Note that the tooltip of "Infinite Replenishment + Wisdom" is outdated, the spell effect value and patch notes state that it is 1% since 3.2 too.

    For which repository revision was the patch created?

    Rev. 8877

    Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

    No.

    Who has been writing this patch? Please include either forum user names or email addresses.

    Me, reeshack.

    diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp
    index eb75781..02ecba5 100644
    --- a/src/game/SpellAuras.cpp
    +++ b/src/game/SpellAuras.cpp
    @@ -4412,9 +4412,9 @@ void Aura::HandlePeriodicEnergize(bool apply, bool Real)
                case 48391:                                     // Owlkin Frenzy 2% base mana
                    m_modifier.m_amount = m_target->GetCreateMana() * 2 / 100;
                    break;
    -            case 57669:                                     // Replenishment (0.25% from max)
    +            case 57669:                                     // Replenishment (0.2% from max)
                case 61782:                                     // Infinite Replenishment
    -                m_modifier.m_amount = m_target->GetMaxPower(POWER_MANA) * 25 / 10000;
    +                m_modifier.m_amount = m_target->GetMaxPower(POWER_MANA) * 2 / 1000;
                    break;
                default:
                    break;
    

  6. Firstly, thank you for your interest :)

    Well "SPELL_ATTR_EX2_CANT_REFLECTED" has been used in a commit, which has been done after the patch and I haven't updated the V2 yet - and I probably won't do because the matter with the attribut is really very unsure and strange, as the the test results say. Just the fact that it has been used again in the master branch tells me that I'm most likely wrong :/

    To your patch - I haven't tested it yet, but it seems to me as a good alternative to my patch :)

  7. Maybe it would be better to specify the aura removement like this:

    diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp
    index eb75781..e00fdfe 100644
    --- a/src/game/SpellAuras.cpp
    +++ b/src/game/SpellAuras.cpp
    @@ -2645,6 +2645,21 @@ void Aura::HandleAuraDummy(bool apply, bool Real)
            }
            case SPELLFAMILY_HUNTER:
                break;
    +        case SPELLFAMILY_WARLOCK:
    +        {
    +            if (GetSpellProto()->SpellIconID == 3172 && GetSpellProto()->SpellFamilyFlags & 0x4000000000000LL)
    +            {
    +                if (!apply)
    +                {
    +                    if ( !(GetAuraDuration() <= 0 || m_removeMode == AURA_REMOVE_BY_DISPEL || m_removeMode == AURA_REMOVE_BY_STACK) )
    +                        return;
    +
    +                    int32 bp0 = m_damageDoneBySpell * m_modifier.m_amount / 100;
    +                    caster->CastCustomSpell(caster,48210,&bp0,NULL,NULL,true);
    +                }
    +            }
    +            break;
    +        }
            case SPELLFAMILY_SHAMAN:
            {
                // Improved Weapon Totems}

    As the comments on wowhead say,the heal occurs at "AURA_REMOVE_BY_STACK" too.

    Also a little bump :)

  8. What bug does the patch fix? What features does the patch add?

    It fixes talents such as Focused Mind or Improved Concentration Aura to work also with interrupt effects.

    For which repository revision was the patch created?

    Rev. 8754

    Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

    Haven't found any.

    Who has been writing this patch? Please include either forum user names or email addresses.

    Me, reeshack.

    Paste2.org: http://paste2.org/p/502737

  9. Thank you a lot pasdVn :)

    OK and now some results:

    - I separated all the spells using this bitmask - here is the list: http://paste2.org/p/479570. As you can see it is about 6,5k spells.

    - Then I used the rank check from V1 of the patch and I got 63 spells which are ranked. Those are mostly triggered spells like Arcane Missiles tick damage etc. At that time I realized that if a spell has only one rank, the GetSpellRank() function returns it as Rank 0 (probably because it is not a part of any SpellChain). The list: http://paste2.org/p/479574

    In conlusion I'm quite sure that this spell mask is not used to prevent some spells from being reflected, but I can't say certainly that it is used for ignoring level penalty because of those 63 spells which have rank and also correct level. Also, as I said , I've realized that the V1 also covers spells with only one rank (because of which I was doing V2 :D).

  10. First post updated due to some new information :) - I realized that some spells that has only one rank were still wrongly a subject to level penalty (like Judgement of Righteousness).

    So after a little research I've decided to use SPELL_ATTR_EX2_CANT_REFLECTED which is currently used to determine some spell from being reflected - in my opinion wrongly because some of them (like Holy Vengeance, some Judgements and probably a lot of other) should be able to be reflected.

    Unfortunately I don't know how to select all spells specified by this bitmask so I couldn't find out if they are all not-or-only-one-ranked :) (but till now I haven't found a spell with this flag which should be a subject of downranking and also all of the spells I know that are wrongly treated has only this attribut in common).

    I'm also thinking about removing the level check because it seems to me unneeded now - but as I've said I don't have complete information :(.

    Please if somebody gave me an advice in sorting and verifing the data I would be very grateful :)

  11. What bug does the patch fix? What features does the patch add?

    It fixes a typo that caused that shaman Lightning Overload talent was not procing at last two ranks (7th and 8th) of Chain Lightning.

    For which repository revision was the patch created?

    Rev. 8632

    Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

    Haven't found any to this specific issue.

    Who has been writing this patch? Please include either forum user names or email addresses.

    Me, reeshack

    diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
    index 0fbb085..fc38412 100644
    --- a/src/game/Unit.cpp
    +++ b/src/game/Unit.cpp
    @@ -6241,8 +6296,8 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu
                        case 10605: spellId = 45300; break;     // Rank  4
                        case 25439: spellId = 45301; break;     // Rank  5
                        case 25442: spellId = 45302; break;     // Rank  6
    -                    case 49268: spellId = 49270; break;     // Rank  7
    -                    case 49269: spellId = 49271; break;     // Rank  8
    +                    case 49270: spellId = 49268; break;     // Rank  7
    +                    case 49271: spellId = 49269; break;     // Rank  8
                        default:
                            sLog.outError("Unit::HandleDummyAuraProc: non handled spell id: %u (LO)", procSpell->Id);
                            return false;
    

    I haven't tested it but I think it is quite obvious :)

    EDIT: OK, I've just tested it and it works correctly for me now :)

  12. Sundial of the Exiled currently proces only from direct damage spells (and should from every harmful spell) so i would better do it like this:

    DELETE FROM spell_proc_event WHERE entry IN (60063);
    INSERT INTO spell_proc_event VALUES
    (60063 , 0, 0, 0, 0, 0, 65536, 65536, 0, 10, 45);
    
    

    than the update which is suggested in the first post :)

  13. If you were talking about the problem that at talent reset you still have shield and 2h equipped then this bug exists even without this patch...but anyway thank you for reporting, I'll have a look at it :).

    EDIT: I probably know what is causing it, just give some time for testing :)

    EDIT2:OK, it is fixed :)

  14. I've looked at comments on wowhead and you are probably right...so it seems to be a bit more complicated than I firstly thought :(. Is there any rule, which physical spells are consumed and which not? Like f.e. only movement slowing etc.

    EDIT: Or are those spells supposed to be hardcoded exceptions? That doesn't seem very likely to me...

    EDIT 2: Added exceptions for 3 spells - hamstring, wing clip and death grip, until this will be confirmed or a possibility of general solution will be found

  15. What bug does the patch fix? What features does the patch add?

    - It fixes the Grounding Totem Effect and similar spells using aura 96.

    For which repository revision was the patch created?

    rev. 8578

    Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

    Not for this issue in the first 5 pages of search list for words "Grounding totem" :)

    Who has been writing this patch? Please include either forum user names or email addresses.

    Me, reeshack.

    diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
    index 48a0643..b83a89b 100644
    --- a/src/game/Unit.cpp
    +++ b/src/game/Unit.cpp
    @@ -8024,8 +8024,8 @@ Unit* Unit::SelectMagnetTarget(Unit *victim, SpellEntry const *spellInfo)
        if(!victim)
            return NULL;
    
    -    // Magic case
    -    if(spellInfo && (spellInfo->DmgClass == SPELL_DAMAGE_CLASS_NONE || spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC))
    +    // SPELL_AURA_SPELL_MAGNET must NOT take any physical spells except for hamstring, wing clip and death grip
    +    if(spellInfo && (spellInfo->SchoolMask != SPELL_SCHOOL_MASK_NORMAL || (spellInfo->Id == 1715 || spellInfo->Id == 2974 || spellInfo->Id == 49576)))
        {
            Unit::AuraList const& magnetAuras = victim->GetAurasByType(SPELL_AURA_SPELL_MAGNET);
            for(Unit::AuraList::const_iterator itr = magnetAuras.begin(); itr != magnetAuras.end(); ++itr)
    @@ -8033,7 +8033,7 @@ Unit* Unit::SelectMagnetTarget(Unit *victim, SpellEntry const *spellInfo)
                    if(magnet->IsWithinLOSInMap(this) && magnet->isAlive())
                        return magnet;
        }
    -    // Melee && ranged case
    +    // Normal case
        else
        {
            AuraList const& hitTriggerAuras = victim->GetAurasByType(SPELL_AURA_ADD_CASTER_HIT_TRIGGER);
    

    Spells using spell Aura 96 must not be taking any physical spells, like Charge, Intercept, Premeditation and other.

    I am not very sure about Aura 111, I have not found any spells which use it, so maybe there should be a specified definition instead of the branch "else" (i.e. maybe it is not taking only physical spells). Please, post if you know about some of them, or about any general rule for this Aura, so I can update the code :)

  16. Thie stamina in pet_levelstats in fact does not have any influence. But that does not matter, because the basehp given in petlevelstats is calculatet including the pets base stamina. This is simply a question of handling: Pets will not receive their hp bonus of stamina as players do (http://www.wowwiki.com/Stamina). What is identical is, that they will receive 10 hp for any more point of stamina. So this system just prevents us from needing to hardcode an extra hp calculation for every pet (or would also work is to have negative base hp for pets, what is in fact impossible :-P).
    Thanks, now I understand how do you mean it, I wrongly considered it for a bug :)
    But what I remember again is that I also wanted to change the stamina factor for wl pets^^. 30% seems to be really wrong
    If you mean 30% of stamina from master, it is also stated in the Character Info tab on the official, not only on wowwiki, the real HP difference between pets on the offi and mangos must be caused by something else than wrong % of stamina shared.
  17. This should be the diff so people can apply it :)

    diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp
    index 6650eb0..8cb9527 100644
    --- a/src/game/SpellEffects.cpp
    +++ b/src/game/SpellEffects.cpp
    @@ -2981,7 +2981,7 @@ void Spell::EffectEnergisePct(uint32 i)
            return;
    
        uint32 gain = damage * maxPower / 100;
    -    m_caster->EnergizeBySpell(unitTarget, m_spellInfo->Id, gain, power);
    +    unitTarget->EnergizeBySpell(unitTarget, m_spellInfo->Id, gain, power);
    }
    
    void Spell::SendLoot(uint64 guid, LootType loottype)
    

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