More class updates 
As always, these will not be in until the next (un)planned restart. Build is just about ready..so if it doesn't crash in the next 20mins it should be good to go for next crash even.

-- Guild Roster: --
*Guild roster breaks when adding/removing people
-Fixed issue that caused broken roster in certain cases. Should be no more issues with the Roster.

-- Hunter: --
*Termination - Does not allow my Steady Shot, and Cobra Shot abilities to grant an additional 6 focus on targets below 25% health.
-Added increase to focus triggers for conditions
*Careful Aim - Not increasing the critical strike chance of Cobra, Steady, and Aimed Shots on targets above 80% health.
-Added calcs to spell crit
*Glyph of Misdirection - Does not reset the cooldown on Misdirection when Misdirection is used on your pet.
-Added cooldown removal check to end cast
*Glyph of Aimed Shot - Currently granting 5 focus on every damaging special ability instead of just Aimed Shot critical hits
-Updated proc table
*Glyph of Dazzled Prey - Currently causing Steady Shot to generate an additional 2 focus regardless of whether the target is dazed or not
-As far as I can tell..this was just a dummy aura and not scripted at all. It couldn't have been adding 2 focus. I did, however, program it to work now. It will add the bonus directly to the focus spell.
*One with Nature - Currently not increasing Aspect of the Hawk's Ranged Attack Power Bonus
-Added Aspect of the Hawk bonus. Also, doesn't appear the Fox bonus was being calculated..added that to Aspect of the Fox.
*Trap Mastery - Currently increasing Explosive Shot's damage by a flat 3 damage instead of 30%
-This says nothing about affecting Explosive Shot. Nor is it coded anywhere to do so. Nor should it be that I am aware of. T.N.T. is for Explosive Shot and Trap Mastery is for Explosive Trap.

-- Rogue: --
*Honor Among Thieves - Currently granting combo points on friendly-flagged targets instead of hostile-flagged or attackable targets
-Fixed target check
*Relentless Strikes - Currently not granting Recuperate, Slice and Dice and Expose Armor a chance per combo point to restore energy
-Added restore bonus to end effect

-- Druid: --
*Thick Hide and Bear Form - Incorrect percentages and stuck buffs
-This has now been fixed, tested, and confirmed on the Test Realm. Aura now removes, applies, and recalculates when switching forms. You will still need to swap forms when you learn Thick Hide to see the calculations. This is intentional.

-- Mage: --
*Flame Orb - Currently lasting only 2-3 seconds before it despawns (But correctly attacking its nearest enemy target). In addition, the Flame Orb's attacks currently deal no damage.
-Reconfigured the Visual vs Damage spells and hardcoded a longer duration base (Script controls actual despawn time rather than spell)
*Improved Arcane Missiles - Currently giving Arcane Missiles a cast time before it begins channeling instead of adding two more waves of missiles per cast.
-Bonus was applied to cast time rather than duration of channel. Fixed and tested on Test Realm.

-- Shaman: --
*Water Walking (Buff) - Currently not allowing its target to walk on water
-Rewrote Movement function and packet structures for Water Walk. Should fix the buff issue.
*Glyph of Lightning Shield - When mobs hit me it still reduces the orbs
-Added drop charge check not quite sure if that's the only place that triggers. Needs wider testing.

-- Warlock: --
*Summoned Demons - Permanent summoned demon pets are currently only scaling with their master's Spell Resistances and Stamina, and aren't scaling at all with their master's Spell Damage or Intellect
-I believe the core of this problem was how it was getting the owner's spell power / intellect. I've adjusted it.

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Huh...that works I guess 
Pretty sure I just fixed the guild roster system. Won't know until it's live and properly tested but I was able to recreate the problem and fix it multiple times. I'll try to get the build compiled after I get some more class updates finished. I want to at least touch base with the last two classes before moving anything.

Wonder why the devs did what they did..it was fairly obvious that it would cause the guild roster to not function. Well, obvious if you're looking at it anyway. I wouldn't even have thought to check there if it weren't for Eridanus' post on the forums.

Even though his post was unrelated to the bug...it did make me look at the right section. So, thanks for that =P

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Strange 
There was a very odd thread hang on DA and KA at the same time. Ah well, I figured out what caused it (Thanks Core Devs for leaving yet another shoddy job I have to clean up).

Should be a-okay now..at least for that particular problem.

On a side note, that also put in a couple fixes re-reported.

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Servers restarted. 
Ran into a serious character saving problem on DA. Had to restart DA and KA to put the fix in for that or any characters with that problem would not save.

Put the latest build in as well.

I've now touched base with all classes except DK and Lock since our initial release. I'm sure there are bugs with the fixes and other bugs that haven't been reported yet. But, we've got more things working than not now..by a very large majority. Each of the classes that have been looked at are now down to a handful of problems (or less) each. It's a good thing.

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Cleanup and next class - updated 
-- Periodic Heals: --
*Periodic Effects: Reduce in amount over time
-Figured out that periodic heals were getting the math from Wild Growth's calculations inadvertently. This should fix all periodic heals including the 'Lifebloom of Death' problem.

-- Hunter: --
*Focus Fire - is still not increasing ranged haste when used.
-Aura check had wrong ID number
*Embrace of the Shale Spider - Currently only increasing Stamina, and only increasing resistances by 1 per school
-Added formula for calculations and add all (except spirit) on the mod stat.
*Wolverine Bite - currently does 1 point of damage each time it is used by the pet.
-Added RAP coefficient

-- Druid: --
*Swipe (Bear Form) and Thrash - Still currently making a sound but doing nothing.
-Works fine at close range (1yrd). Was missing Effect Radius. I loaded the proper radius and tested it on the test server. Working to spec now or will in the next build.

-- Rogue: --
*Honor Among Thieves - Added to party member's target not rogue's target (Changed in 4.0.x hotfix)
-Added hotfix changes to use the rogue's current selected target (if the rogue is not friendly to target, of course). This is your SELECTED target not your combat target and that's what I read it should be. So, pay attention to what you're doing.

-- Warrior: --
*Sword and Board - Currently not resetting Shield Slam's cooldown when it procs
-Had old data from WotLK. Updated it and added a secondary check at end cast.
*Heroic Fury - Doesn't remove roots just applies immunity.
-Added removal flag.
*Berserker Rage - Doesn't allow cast during sap nor remove sap.
-Added removal flag and sap check bypass.
*Improved Hamstring - Not checking if previous Hamstring is yours nor is it applying a cooldown
-Added caster check and cooldown.

-- Paladin: --
*Zealotry should not consume Holy Power, but currently does.
-Disabled holy power consumption.

-- Mage: --
*Flame Orbs and Frostfire Orbs don't appear to be moving
-Neither had scripts..added them and cleaned up the scripts a bit..added Fire Power and Frostfire ranks..etc.
*Improved Freeze - Currently not proccing 2 stacks of Fingers of Frost when Summoned Water Elemental uses its Freeze ability on an enemy
-Added proc on freeze cast with talent
*Reactive Barrier - Currently not proccing Ice Barrier when the Mage is brought to or below 50% health
-Well, it's not 'to or below'..it's 'below 50%'. Set the proc as such and added the proper trigger spell.
*Glyph of Molten Armor - Currently not increasing Molten Armor's critical strike chance bonus
-Added modifier
*Fingers of Frost - Currently causing all damaging spells to treat their targets as if they were frozen instead of just Ice Lance and Deep Freeze
-Added affected by check for Deep Freeze and Ice Lance with Fingers of Frost
*Improved Arcane Missiles - Currently not increasing the number of Arcane Missiles fired
-Spell is just set to increase channel time of Arcane Missile, I added that effect (750ms - Rank 1 and 1500ms Rank 2)
*Improved Cone of Cold is currently freezing the caster and not the target.
-Not sure why it would do that since the spell has a hostile flag and a range. Changed the victim to be the caster and target both then set the original caster flag to the caster. Should fix the problem if that was indeed what was wrong.
*Conjured Mana Cake - Currently not restoring Mana
-Added periodic dummy aura tick (second type on listing) to energize periodically as per spell dbc. This is a wide-range fix for all periodic dummy tick 'drink' spells.

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Update to update 
Fixed the re-reported issues for the last update. Will be in next restart. I also fixed several crash bugs from the last couple days on KA.

I don't quite remember which issues I fixed but it was all the ones that were reported after the restart on the tracker. I was too busy with my head stuck in the code figuring out the crash problems that I forgot to copy the reports over.

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Mage and some Pally spam..etc 
Well, after this only Warlock, Mage, and DK need serious work. The rest is cleanup and fixing missed things from the rounds before. That means, once I get those 3 done, I can finally start f-ing looking at something other than spell code. Thank god.

-- Mage: --
*Pyromaniac - Currently not increasing Spell Haste when 3 or more targets are afflicted with Fire damage-over-time effects
-Added new periodic apply counting system and added trigger/calcs for Pyro
*Invisibility - The "Invisibility Veil" screen effect is currently persisting until logout
-Not quite sure if I nailed this down or not. The byte flag that sets this visual effect appears to have been applying but not removing under some circumstances. Attempted to fix the removal portion.
*Permafrost - not allowing the Water Elemental to be healed by any spell damage dealt by its owner
-Added effect to dealdamage on spells
*Frostbolt has NO slowing effect at this time.
-Umm..frostbolt applies a direct speed decrease aura. Are no other speed decrease auras working? Pretty sure it's something else not Frostbolt itself.
*Hot Streak and Improved Hot Streak - Currently causing Pyroblast to disappear off the hotbar
-This is that same core issue with not being able to replace effects on the spellbar client-side. It will trigger the freebie Pyroblast! immediately instead of setting it up to be used. Will have to suffice for now.

-- Paladin: --
"Hammer of Wrath" seems to be bugged. The spell procs, EVERYTIME I cast any other spell. Spams your screen with the proc every second.
-After not understanding what this report meant in the slightest, Collateral helped me figure out wtf was meant and what was going on. Pretty sure this will work to spec now.

-- Rogue: --
*Sanguinary Vein - Currently not preventing Rupture ticks from breaking Gouge
-Added system for checking removal on damage effects..included Gouge into the set.

-- Shaman: --
*Hex is breaking on all damage, it should allow some damage to be done before breaking.
-Same system as used for rogue. This one is a set 25% chance that it will break on damage instead of based on a rank like the rogue one. May need to change this percentage..depends on how it goes.

-- Priest: --
*Holy Fire - Invalid coefficient
-It had no coefficient set at all so I set it to 0.75 on DD and 0.25 on DoT. Until I find actual data, I can't set this to anything else.
*Mind Melt - does not increase shadow word: death's damage by 15/30% on targets below 25% health.
-Added multiplier
*Shadow Word: Death - does not do 3x damage on targets below 25%
-Added multiplier
*Atonement - Healing a random target in the raid, instead of a low hp target within 15 yards.
-Someone found actual data for this spell showing that it is lowest target. So, now it is coded to lowest target. Thanks.
*Mind Spike - when stacked to 3 on an enemy target, it doesn't increase our next mind blast's critical strike chance by 90%
-Implemented new aura type 308 (The proc spell on this uses it)
*Mind Spike - Does not remove periodic shadow effects at cast
-Added removal code at calc.

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More Rogue-iness and..wtf spell haste 
Updated the bug tracker with direct links to each class thread. This is more for my benefit so I don't have to keep searching for them. But, I'm sure other people will find it useful as well.

-- Rogue: --
*Honor Among Thieves - Currently not allowing critical strikes from raid or party members to generate a combo point on the Rogue's target
-Added the dummy aura proc to system. According to net sources, this wipes your current combo target and sets points on whatever your raid party member was attacking. So, that's how I set it...seems more annoying than functional but whatever. Would take all of 5secs to use your target instead.
*Precision - Currently not granting additional hit chance
-This is a standard aura mod. Not anything to 'fix' with it. I'd need more information about why people think this isn't working because no % hit mods at all in the game would work if this aura specifically didn't. It could be the requirements listed on it but I'd need more testing.
*Glyph of Hemorrhage - Currently dealing a flat 5 damage per tick instead of a percentage of the strike's damage over time. the Bleed produced by this glyph currently doesn't allow the Rogue to benefit from Sanguinary Vein
-Added Bleed mechanic mask to spellinfo and calculations into the proc. Strange that it's doing 5 damage..since it's base 3.

-- Haste: --
So, I found an obfuscated call to periodic/aura duration hidden in a completely retarded part of the core. Seems like that was what was causing casting speed auras to screw up my haste removal on channel/periodic effects. I may also be able to properly fix periodic/channel haste later on. But, for now, I'm removing it entirely so we can rule out those as the cause of problems.

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Rogue and stuff..like..yep 
"This is your brain" - "This is your brain on core coding". No, I'm not losing it..it was gone a long time ago. Anyway...

-- Ash Realms Pet: --
*Aggro issues at attack with Autoshot
-Added Attackers add at Autoshot toggle. Pet should have access to attacker list now after kicking on autoshot. May, possibly, fix the defensive issue on hunter pets as well.

-- Rogue: --
*Revealing Strike - Currently not increasing the damage of Finishing Strikes on targets afflicted by its debuff
-Added to damage calcs for damaging finishers
*Restless Blades - Currently not allowing damaging finishing moves to reduce the cooldown on Adrenaline Rush, Killing Spree, Redirect and Sprint
-Added combo point counter system into Spell class and added calculations at end cast to reduce timers.
*Deadly Momentum - Attacks made while under its effect currently do not consume its buff.
-Added check to end cast on non-passive, non-triggered, negative spells that can crit. I believe that's all the checks this whore of a spell needs. It's like 4 lines long =P
*Shadowstep when used in a party/raid is putting you behind a party member not your target as it should.
-Umm, this spell uses 'GetSelectedUnit' to get a target to teleport to. GetSelectedUnit is the player's current target. It really can't teleport anywhere else that I can see. I put a return on failure to get a target just to be sure.
*Executioner - Currently not increasing the damage of Rupture, Eviscerate and Deadly Throw
-Added after mods. Not sure if it should be before, after, or with other mods. (i.e. 10% of 10% of 100 is not the same as 20% of 100)
*Eviscerate - Currently only scaling at 30% of Attack Power instead of 45.5%
-It's actually supposed to be a base of 177 to 536 per combo point with an AP bonus of 9.1% per Combo point (45.5% at 5 CP). Which it now will be.
*Murderous Intent - Currently not refunding 30 Energy upon successful Backstab hit on targets with 35% health or less.
-Added proc event for energy regain spell
*Venomous Wounds - The Venomous Wound proc currently doesn't scale with Attack Power
-Yes..it does. Has a base of 8 * level damage and 15% AP bonus. I already remember fixing and testing this on the test server.
*Overkill - Currently granting its buff but not increasing energy regeneration. The Overkill buff is also lasting indefinitely until manually cancelled.
-This used to have a secondary spell with a duration it switched to when the stealth wore off. No longer in the dbc. So, I tried setting a duration to the unlimited aura when you come out of stealth. Added aura check and bonus calc to Regenerate.
*Ambush - Currently not dealing bonus damage with Daggers
-Added dagger bonus to calcs

-- Still going on rogue. Need a break for a bit..hand hurts.

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Fixes from the last set of fixes. 
A few things missed the boat or were screwed up. Working on cleaning those up then moving onto the next class.

-- Priest: --
*Penance - the last tick of penance is still getting clipped with haste, Idk about other channeled spells.
-Haste on periodic effects was removed. Pretty sure the problem is the periodic reduction issue and penance is reducing below zero, causing it to not tick.
*Wait, how is atonement working as intended? Is that the only way you can get it to work? :(
-There is nothing in the spell description about hitting the lowest HP target. In fact, it says it only WORKS on LOW hp targets. But, I removed that part of it against my better judgment.
*Divine Aegis - Still not letting critical heals add a shield absorbing an amount equal to 30% of the heal, nor is it allowing regular prayer of healing heals to proc the effect, but prayer of healing criticals are procing it correctly.
-Damn it, typo.
*Power Word: Shield - Not scaling with spellpower or mastery for disc.
-This section still had the old old formula - updated it. I definitely had the scaling for Shield Discipline in there though. Probably was being affected by the old formula.
*Grace - Only the first tick of penance is applying this effect.
-Was under the impression that it was supposed to proc on apply not tick. I did find info that says it's on tick so I added it to tick.
*Lightwell - Is supposed to scale with 106% of the priest's spellpower, and it currently is not. Also it still spawns with 42 hp and is attackable by the other faction when in the same group as them.
-106% is not the proper scaling. I did, however, add the proper scaling now. Erm...I'll have to get back to you on the attackable problem.

-- Paladin --
*Hammer of the Righteous Attack Power coefficient for its Holy Damage aspect (18% AP)
-Added to core.
*Can't have more than 1 buff even from 2 pallies, if Pally A buffs Kings then Pally B buffs Might.. Kings gets replaced with Might and the other way around too
-Added same caster exclusion check. Means it will stack if not the same caster. Otherwise, it will replace.
*Blessing of Might/Kings - Currently applying two identical buffs when cast on self
- added Return after cast so it doesn't proc the secondary

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