Well, fixed a few things but stuck on trying to get these 'cast while moving' spells working properly. Most notable fix done so far is finishing up the visualization, damage, and ai of Shadowy Apparition. Fairly close to how it should be now and with it's proper scaling damage.

It will be in the next build when I figure out what to do with this damn movement code.

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Cleaned up the spell mod system. This should fix bugs or incorrect reported values for:
Shadow Word: Death + Mind Melt
Mind Flay + Glyph Shadow Word: Pain (No longer affected)
Smite + Glyph
Hammer of the Righteous + Glyph
Elemental Oath
Incinerate + Immolate
Incinerate and Chaos Bolt + Fire and Brimstone
Drain Soul + <= 25% Health
Shadow Bite + 30% for each dot
Steady Shot + Glyph
Eviscerate and Evenom + Revealing Strike + Executioner
Mind Blast and Spike + Shadow Orb + Shadow Orb Power
Torment the Weak
Mana Adept
Ice Lance + Glyph
And a few other things.

I also added some fixes to the Shadowy Apparition to see if I can make it easier to track down problems.

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So, the recent DK fixes brought up an underlying problem in the core devs method of applying spell mods. That explains the skewed results from some of my tests. It also explains the recent double damage bug that is on the core currently.

Working on rewriting the spell mod system to account for this problem.

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-- Paladin: --
*Seals and Judgements
-Reworked the entire seal/judgement system for more reliability and flexibility.
*Glyph of Blessing of Might - decreases duration to 10 minutes instead of the normal 60 minutes.
-Legacy left over from the old version of the spell that increased it's duration. Adding -50 to 60 = 10. Removed this effect.
*Seal of Righteousness, Truth and Justice - The direct damage aspects of these Seals are currently unable to proc Weapon Enchantments or trinket effects.
-Reworked trigger system to allow for this.

-- Lunch time.

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-- DK Ghouls and other Pets: --
Fixed most of the bad spell problems and got the ghoul functional. Still needs some more work but I'll need more feedback.

-- Rogue: --
*Honor Among Thieves - Two HaT auras present at the same time currently cancel out each other's external combo point generation (Self-made critical strikes still award additional combo points)
-I tested this is NOT being canceled and it is NOT affected at all by any other rogue. It DOES have an internal cooldown, however. It is not bugged in any way.
*Sanguinary Vein - Currently not preventing the Rogue's personal bleed effects from breaking Gouge
-Moved the break check further down in the chain to see if it helps.

-- General --
Fixed glitch in Auto Repeat attacks (Wand/Shoot) and other such effects. Fixed spell, item, and aura procs related to those spells as well.

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Ghouls and stuff 
*Raise Dead - causing a "Spell is not ready yet"
-Cleaned up the casting code with the changes from Cataclysm. Still needs some work but it's mostly on target now. You can use a corpse only if it doesn't have any loot on it otherwise it will check for corpse dust. Haven't quite figured out the error message portion but we'll get there. Modified it to use Energy as well now instead of mana. Not sure why that was like that..shrug.

I also figured out that quite a few of the 'spell does nothing' reports from the bug tracker are actually a simple problem with the pet bar itself having the wrong spell IDs in it. Usually, you can just re-hotkey the spells from your pet spellbook and then they work just fine.

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More DKs 
-- Death Knight: --
*Rune of Spellbreaking - not granting passive spell reflection and silence duration reduction
-Pretty sure this is working fine though I noticed some people start with 1/1 Runeforging when it's supposed to be 300/300. I've tested both effects when I raised my Runeforging and they are both working. Note: It is NOT spell reflection, it is a 2% reduction (deflection) of spell damage (126 meaning all except physical) as is noted on spell 54449 which is the triggered spell inside this enchant's DBC entry.
*Rune of Cinderglacier - When using Death Coil damage is increased, but the Cingerglacier stacks stay at 2
-Added charge drop count
*Rune of Swordshattering, Rune of Swordbreaking, Rune of the Nerubian Carapace, Rune of the Stoneskin Gargoyle - Not working
-These all have their proper auras..I can only assume it is the same issue as before with Runeforging being incorrect. I will double check them before the build update.
*Threat of Thassarian - is not procing the off-hand Plague Strike
-Missing proc flag - added
*Blood Parasite - Blood Worms are despawning without providing any healing
-Added proc aura for engorging then burst and heal effects.
*Desecration - not proccing off Necrotic Strike
-Added proc flags for necro strike

--- Breaking for dinner.

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Death Knights and stuff 
-- Death Knight: --
*Death Coil - healing for flat modifier
-Added AP mod
*Rune System - The Rune System is currently using the WOTLK version.
-Added a sync system to Runes. It will not look exactly right and will blink at funny times. But, the actual timers are fairly close to retail.
*Runic Empowerment - Currently not granting chance to refresh a Rune
-Added new Rune trigger function to light up the rune affected by Runic Empowerment and recalc timers
*Runic Corruption - not causing Runic Empowerment to increase Rune regeneration
-Added replacement effect to Runic Empowerment to trigger a dummy aura that will be calculated into rune regeneration while up.
*Rune speed functions (such as presences) do not work.
-Added new Rune Regeneration calculation system into the new rune system based on aura.
*Presences and Improved Presences - Not calculating correctly
-Rewrote entire Presence system. Added calculations and triggered spells to all appropriate sections. Integrated the auras with the new Rune system and implemented new Runic Power calculation system for Runic haste.
*Will of the Necropolis is currently proccing from any damage received regardless of the Death Knight's health percentage, and does not have its internal cooldown of 45 seconds.
-Values were all wrong and in the wrong place...must have been drunk when I wrote this or something.
*Icy Touch - using the WOTLK Attack Power coefficient of 10% instead of Cata's 20%
-Updated coefficient
*Death Pact - killing the user and any surrounding allies when cast. No log just dead.
-Adjusted the cast to check for pet first and also to only kill pet. May need more work to include guardian version of pet. But, since I haven't fixed the ghoul yet (pet or guardian) I can't check =P
*Veteran of the Third War: Currently not increasing your total stamina by 9% only increasing your expertise by 6.
-Was actually in the dbc as misc value 0 which is Strength not Stamina. Not sure why but it's now set for Stamina.
*Brittle Bones - Applying debuff to self
-Reworked spell structure and proc effect to properly add and remove on Frost Fever

Note: Runic Power regen bonus calculations need more work. Disabled for now. Also, these updates are not compiled into the next build. I want to get more done before I move them over.

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Still wracking my brain trying to figure out the rune system. I got it counting properly server side and can even make it display right client side..but it's still not exactly right.

I have to be missing something...but I've been staring at the decompiled client for hours and haven't been able to figure it out. Very few things elude me when I sit down and put my mind to it. Can't stand not being able to find a solution.

Edit: This stuff and the stuff in the previous post are not in the latest build yet. I am not moving over the DK rune system until I finish going through the DK bug list.

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Found all the missing opcodes for DK rune powers. Should be able to work out how to get the rune system functioning like Cataclysm.

It's very odd that the runes are set up the way they are now. There's absolutely no core coding telling them to work that way. It's just how the retail client works. You'd think they would update it to work the way they wanted on the client side not only server side.

I've got it now counting properly..I just need to work out some bugs with the display and count downs with the client packets.

Update: Well, I got it working to spec but still can't fix the silly blinking icons. I wonder wtf they did to prevent that...I can't find it. But, the runes are working like how they were reported to work. I'm sure it will need a lot of tweaking.

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