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Showing results for tags 'spell'.
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server: rel21_16_016 db_structure: rel21_16_47 The food Scorpid Surprise should not poison a player every time since the beginning of eating process. It should has a chance to proc on each "+hp" tick According to Spell.dbc the chance is 1:70 per tick to trigger the second effect (poison). scorpid_surprise.mp4
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BUG: During the quest Klavens Tower, you get the "Touch of Zanzil" debuff - which states on mouse-over that it prevents stealth / invisible. - but it doesn't. Still able to stealth normally. Expected: Should receive a message declaring unable to stealth - and not be able to sneak or go invis by any means (skills, pots, etc) Version info: Mangos Two (WotLK) Realm: 21.2.1 World: 21.10.113 Char: 21.3.1
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I don't know if it may occur in various caves but in Undercity it's very consistent. And if it can happen in Undercity, then there is the possibilty that it happens somewhere else too. When you use the mage spell 'blink' in the outer ring of Undercity (like the quarters) or the passage ways, which connects the inner and the outer ring, then you get teleported to the surface of Lordaeron (above Undercity). The reason why this is happening only in the outer ring is because above the innder ring is now terrain, just a hole in the map. At first I suspected vmaps to be the culprit. But
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When using the Eye of Sulfuras to combine it with the Sulfuron Hammer, it doesn't do anything and says the spell is not ready, or something along those lines.
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I have never used lua in any form before, except the hello world example in the docs... it worked. I am trying to have a spell cast on a player, when an aura expires. There is a 30 second timer countdown on an aura, and when it gets to 0, I want it to cast another. is this currently possible? Could someone post an example? I did not find much on spells, but I saw getduration and cast when reading through the docs. Thanks.
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Players can cast spells while dead so basically you can fix it with this lines: SpellCastResult Spell::CheckCast(bool strict) { // check death state if (m_caster->IsDead() && !m_spellInfo->HasAttribute(SPELL_ATTR_UNK23) && !m_originalCasterGUID.IsGameObject()) return SPELL_FAILED_CASTER_DEAD; Basically it works with packet spoofing like WPE or smth else so this is a some sort of protection
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