sasuqui
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http://www.wowwiki.com/Steady_Shot
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read the comments on wowhead: "It's because all shots have the hidden .5s cast time added to them in the game. Aimed shot shows up as a 2.5s cast time on Wowhead, and pre-WotLK steady shot shows up as 1.0s cast (and we all know that it is 1.5s overall)."
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What bug does the patch fix? What features does the patch add? since 3.2 Improved Water Shield charges are not consumed when talent procs and have 30% chance to proc from chain heal For which repository revision was the patch created? 9134 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. none Who has been writing this patch? Please include either forum user names or email addresses. me please somene test it diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 3a20ec1..902b3d2 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -6491,24 +6491,23 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu break; } // Improved Water Shield if (dummySpell->SpellIconID == 2287) { - // Lesser Healing Wave need aditional 60% roll - if ((procSpell->SpellFamilyFlags & UI64LIT(0x0000000000000080)) && !roll_chance_i(60)) + // Lesser Healing Wave need aditional 60% roll and Chain Heal needs 30% roll + if (!((procSpell->SpellFamilyFlags & UI64LIT(0x0000000000000080)) && roll_chance_i(60)) && + !((procSpell->SpellFamilyFlags & UI64LIT(0x0000000000000100)) && roll_chance_i(30))) return false; // lookup water shield AuraList const& vs = GetAurasByType(SPELL_AURA_PROC_TRIGGER_SPELL); for(AuraList::const_iterator itr = vs.begin(); itr != vs.end(); ++itr) { if ((*itr)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_SHAMAN && ((*itr)->GetSpellProto()->SpellFamilyFlags & UI64LIT(0x0000002000000000))) { uint32 spell = (*itr)->GetSpellProto()->EffectTriggerSpell[(*itr)->GetEffIndex()]; CastSpell(this, spell, true, castItem, triggeredByAura); - if ((*itr)->DropAuraCharge()) - RemoveSingleSpellAurasFromStack((*itr)->GetId()); return true; } } return false; break;
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Bump hoping to see the shield implemented
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seems a nice patch, thank you
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