Cleanup and such 
-- Cage Pets: --
-Added 75% reduction to damage in BGs/Arenas (flat amounts like healing, direct damage, dots, and white damage)
-Added restriction to 'Stun'/'Interrupt' type effects for BGs/Arenas
-Added the level reduction system (reduced damage and healing..stats etc based on how far you are from max level) to all aspects of the flat rates including white damage.
-Adjusted the targeting and combat system

-- Customs: --
*Custom 'Chance on Hit' effects not proccing in some cases
-Some of the custom spells on items have no proc chance because they were never meant to be procs. Added a normalized proc chance to those spells.

-- Hunter: --
*Auto shot not activating on spell casts
-Added cast toggle flag check to all negative spell casts to trigger auto shot

-- Paladin: --
*Censure (DoT) - Currently not being treated as a dispellable debuff
-Added dispel magic flag to dispel type.

-- 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)
-Reworked the spell to loop through all the HaT auras on person that triggered it and proc for each original spell caster (using their roll chance) then add cooldown.
*Relentless Strikes - Currently not granting Slice and Dice a chance per combo point to restore energy
-I believe I solved this problem. Seems the core devs put a change in the spell DBC for this quite awhile ago which shifted the spell IDs for the energy effect.

-- Druid: --
*Lifebloom - Should only be able to be applied to one target, but instead it can be applied to more than one targets.
-Added single target flag
*Natural Reaction - Not adding dodge
-It is adding dodge but it's adding it when learned not at stance change. Updating spell flags.
*Feral Swiftness - It's supposed to increase the movement speed of the druid while in cat form by 30%, but it is increasing the movement speed of the druid while in all forms by 30%.
-Same as Natural Reaction

-- Warlock: --
*Demonic Pact - Currently not increasing the caster's Spellpower, and not causing summoned demon pets to provide the Demonic Pact effect.
-Added trigger spell to summon
*Soul Burn: Seed of Corruption - Currently not allowing Seed of Corruption's AOE effect to apply the Corruption DoT on its victims
-Enabled all Soul Burn effects and the removal of Soul Burn upon using them.
*Glyph of Void Walker: Doesn't increase the health of the voidwalker
*Sacrifice (Void Walker) : Does absolutely nothing
-Added these two effects in last set of updates just forgot to document it.
*Everlasting Affliction - Currently not allowing Drain Soul, Drain Life and Haunt casts to refresh the Corruption DoT on their targets
-Added proper proc flags and script effect

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Spell Swap effects 
Worked all the bugs out of the spell swap system. It's a little quirky but fully functional. When you receive a spell swap aura (i.e. Trap Launcher), it will tick one time (500ms) before it swaps the spell Icons and it will end about 500ms early as well. Ends on cancel, etc..all tested.

One thing to keep in mind is that it swaps the spell -on your action bar-. There doesn't appear to be any system to swap spells out of the book directly..at least not a documented one. You can, however, cast them from your book if you want..not sure why anyone would..but, it will swap the spell out at cast. This won't work so well for things like Trap Launcher where you need to select a location or things that normally have a prerequisite.

When used from the action bar, however, it works exactly the way it should.

Currently, I've coded and tested extensively (on Test Realm):
* Soulburn (Drain Life)
* Soul Swap (Soul Swap Exhale)
* Trap Launcher (Ice, Freezing, and Explosive)
* Master Marksman (Aimed Shot!)
* Stampede (Ravage!)
* Hot Streak (Pyroblast!)

Other spells that use aura type 332 or 333 will need reported if they're not working..preferably with their Original spell and replacement spell IDs. You can check if a spell you have is that type through wowhead.

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Pets 
Added pet base level stat values in for all level ranges (1-85) for non-hunter pets. Hunter pets already had this but no other pet in the game had any base amount for any stat based on level.

The amounts ramp up a decent amount from 81 to 85 to follow along with the system they use to scale players.

Also discovered an odd bug while testing Warlock where if you summon say..a Voidwalker while you already have a Voidwalker it would hide the pet part and break summoning.

Noticed Soulburn is also not doing it's replacement effect on Drain Life. Which doesn't make much sense since it is actually working..doing the swap properly..and everything.

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Restarted 
Server decided to crash earlier which might have been from me running a build update. Oh well, I put the new spell swap system in and all the fixes below.

Currently, Master Marksmanship still isn't working but I put a fix in for it for next restart. I also included a fix to the visual update bug with Leather Specialization and it will be in next restart as well.

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Okay 
So, it looks like I fixed the spell swap thing completely now. The only minor annoyance is that it reports it to your chat every time it swaps out spells. Can't really do anything about that..the message that tells you that is the same part that allows it to be put on your bar.

Anyway, this fixed:
*Trap Launcher
*Holy Word: Serenity
*Holy Word: Sanctuary
*Soul Swap
*Aimed Shot!
*Ravage!
*Pyroblast!

And will probably fix quite a few more things as we come to them. I have to modify the spell dbc info for each one to make it work properly but not too difficult. Now, this isn't to say that the spells it swaps to actually work or calculate correctly. It just means that it will swap on your bar..and if you cast from your book it will swap there as well.

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Hmm 
I think I may have figured out how to properly do the spell swap thing. But, I'm going to need to do a lot more testing.

I've gotten it to work pretty well so far..just need to work out a couple bugs. This means I should be able to fix all the swapping auras (type 332 - like Soul Swap and type 333 - like Trap Launcher).

Taking a break from spells and talents to get this all worked out.

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Seriously?... 
The two lists of fixes below have not been put in yet.

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More Warlock 
-- Warlock: --
*Demonic Circle: Teleport - Currently unusable (Grayed out in the action bar) even with a Demonic Circle active
-Added the fake aura proc back in that activates the Teleport. Still needs more testing.
*Banes (previously curses) and Curses do not stack, ie. Bane of Agony and Curse of Elements
*Curse of Elements - Currently overwrites Bane debuffs, and vice-versa
-Rewrote the spell system to count Banes as Banes not Curses for the purposes of stacking
*Immolation Aura - Currently giving the caster a "you are in shapeshift form" error
*Demon Leap - Currently giving the caster a "you are in shapeshift form" error
-Added form check for metamorphosis
*Burning Embers - Currently dealing 3% of Soulfire's damage per tick instead of 30% over 7 seconds
-Incorrect report. Though, I did alter the spell mechanics to match retail. Soulfire will apply the debuff and Firebolt will add to the damage until cap and refresh the aura at cap.
*Soul Burn: Drain Life - Currently causing Drain Life to vanish from the action bar when Soul Burn is cast
-Started work on a new spell swap system. It should allow you to cast the old spell but replace it at cast with the other version. Needs more testing. This also inadvertently should fix the drain life shard problem and Glyph of Drain Life.
*Glyph of Shadowburn - Currently not resetting the cooldown of Shadowburn when it fails to kill the target.
-Added effect
*Nether Ward - Currently not replacing the Shadow Ward ability with Nether Ward
-Used new spell swap system
*Soul Swap - Currently not proccing the Soul Swap buff, not replacing the Soul Swap ability with Soul Swap Exhale (After casting Soul Swap on a target inflicted by the caster's Shadow damage-over-time effects), and not allowing the transferral of damage-over-time effects from one target to another
-Put Soul Swap into the spell swap system, implemented the shadow dot transfer, and the Glyph of Soul Swap. First cast of Soul Swap applies the 20sec buff to you, removes the dots, and stores them. Next cast transfers the dots to the new target. If glyph is active, saves the auras but doesn't remove them and adds a cooldown based on the glyph. So, you could still click Soul Swap but it will fail casting. Will need some more work later. But, it's mostly to spec now. May need some work on the damage coefficients for the up front damage as well.

---- And time for sleep. I need to test a lot of this on the Test Realm before I move it live.

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Warlock and stuff 
-- Warlock: --
*Affliction DoTs - Either the shadow mastery passive, or Potent Afflictions (affliction's mastery) isn't increasing dot damage.
-It's potent Afflictions (Which was already reported as not working). Updated the calculations.
*Siphon Life - This talent is giving ALL dots (even immolate) a 25/50% chance to be healed for 2% health, instead of just corruption.
-Added proc flags
*Aura of Foreboding - Doesn't allow hand of gul'dan to root the enemies, or stun them after they have been in the curse of guldan aura for 6 seconds.
-Added these effects. I should note it doesn't just 'stun after 6 seconds'. It waits until the root wears off before it starts counting the 6 second. As per the description. Though, it may proc more than once with the way I set it up. But, it's multiple times within 500ms so the actual stun time will be almost identical..if my math is correct anyway.
*Impending Doom - Shadow bolt, Hand of gul'dan and incinerate reduce the cooldown of this ability's cooldown by 30 seconds instead of 15 seconds.
-This spell is extremely broken in the DBC. Not sure how my fixes will go over..but I guess I'll find out.
*Cremation - Currently not allowing Hand of Gul'dan to refresh Immolate on its target
-Added proc check
*Jinx - Currently not allowing Curse of Elements to affect additional targets
-Added aoe proc. It also was not coded to apply the negative regen on Weakness. Added that as well.
*Conflagrate - Not dealing 60% of immolate's damage. It looks like it's doing roughly 25%.
-Added SP Coeff to total damage calcs. Please, if you're going to test this, do NOT calculate Crits into 'total damage'. That's not how the spell works.

------
*Bane of Havoc - not allowing 15% of damage done to other targets be dealt to the target that Bane of Havoc was casted on.
-Does not work on targeting dummies but it does function to spec on normal fights. Not bugged.


To be continued...I need food.

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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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