Trinitycore: [3.3.5] Talents Concussive Barrage and Desecration (probably more) doesn't work after range modifications to spells

Created on 8 Jul 2016  路  30Comments  路  Source: TrinityCore/TrinityCore

Description: After @Shauren changes to range (tested and its because of that), talents such as Concussive Barrage and Desecration (probably more spells) stopped working.

Current behaviour: Concussive Barrage and Desecration doesn't work at all

Expected behaviour: Concussive Barrage and Desecration should work like they used to before these changes

Steps to reproduce the problem:

  1. Create a hunter and learn the talent Concussive Barrage
  2. Cast Chimera Shot or Multi-Shot
  3. Concussive Barrage is not applied at all

Branch(es): 3.3.5

TC hash/commit: https://github.com/TrinityCore/TrinityCore/commit/9790cb5762ce46929f8a098976c8dd028d1488f3

Branch-3.3.5a Branch-master Comp-Core Feedback-FixHack Sub-Spells

Most helpful comment

Nothing new here?
Alot of servers dont update trinity because of this issue.
and without update trinity, new issues not be found...

All 30 comments

Try this:

diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index 3cb0048..5bb34a6 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -5836,6 +5836,11 @@ SpellCastResult Spell::CheckRange(bool strict)
         maxRange = 100.0f;
     else if (m_spellInfo->RangeEntry)
     {
+        // check needed by 68766 51693 - both spells are cast on enemies and have 0 max range
+        // these are triggered by other spells - possibly we should omit range check in that case?
+        if (m_spellInfo->RangeEntry->ID == 1)
+            return SPELL_CAST_OK;
+
         if (m_spellInfo->RangeEntry->type & SPELL_RANGE_MELEE)
         {
             rangeMod = m_caster->GetCombatReach() + 4.0f / 3.0f;

Seems like all(?) triggered spells have SpellRange (Id 1) "Self Only".

@killradio good job restoring back the exploit that was fixed by my commit.

@Shauren thx, but not everyone here has private server and your fix not worth for em.

Thats funny because this would imply that having this issue fixed is not worth it either?

@Shauren if you are playing with friend or alone? nope... Btw mentioned in https://github.com/TrinityCore/TrinityCore/issues/17060 mpq file contains modified maxRange for all IDs - are you sure that check against ID == 1 will make this exploit repeatable again? Asking, cuz none of the spells and triggered spells from the issue have "self cast" range ID: 1 (Hamsting:1715, Rend:772, Mortal Strike:12294).

Also maybe related since is also spell from gameobject the portal to exit eye of eternity now has really small range when it actually works and unless you are standing literally right on go clicking the portal has no effect.

Yes, you have a hack you can use for now.

Confirm with Desecration talent unholy DK on
eb496e22ebee+

@chaodhib Can you take a look at this? Your range fix doesn't solve the bugs of this thread.

Hack needs to be updated xD

confirm 4164e0c

Unless the exploit involves hacking into server dbc files, I don't see how restoring those lines can be a exploit.

Simple - these lines IGNORE the range check, all that cheater needs to do is to modify his own dbcs and he will be able to cast all his spells that have range id = 1 from anywhere

uh? why his? isnt spellinfo loaded with server dbc files?

You are completely missing the point, if you skip checks on spells with range id 1 then they have unlimited range serverside - you just need to edit client dbc to pick another unlimited range id (because 1 is very limited)

Maybe add a custom spell attribute to whitelist spells from the check?

there are too many self spells to whitelist all of them xd

something should be corrected there afaik

I don't think there's many spells with range 1 with target different to SPELL_TARGET_CASTER

Nothing new here?
Alot of servers dont update trinity because of this issue.
and without update trinity, new issues not be found...

@Keader It's not only that, range is just fucked up right now. If you look at my other report, there is also another big issue which makes players unable to cast melee spells even in melee range. Right now range is just bad in trinity for pvp servers, too many big issues caused by these changes.

Really weird that TC haven't fixed this for almost 3 months now, a pretty critical bug for PvP, even for leveling.

Lets hope Shauren or somebody can give it a check.

or Shauren dont care, or not have time...
btw, almost "new" bugs will not reported, because alot of server dont update trinity because of this ranges issues :)

Or contribute yourself. Don't expect things to get done just by crying about it.

@Kittnz That's right, but those things were working well before that half-done patch, So Please do such things in another branch

It seems that it is just me who doesn't see "STABLE" label on any of the branches...

As @Keader said, almost "new" bugs will not reported, because alot of server wont update trinity, So they stay in Stable version, so next stable commit may take months and again most of bugs won't find out

@Kittnz contribute for what? for dont get reviews/merge like https://github.com/TrinityCore/TrinityCore/pull/17932 or https://github.com/TrinityCore/TrinityCore/pull/17934 ?
Anyway, you are "right"... but in this case few people has knowledge to fix it, without breaking more things... and since I do not possess such knowledge... i can only "cry" and hope that someone fix it...
In any case... i dont have any "server" anymore, idk why i'm still worry about it.

@sucklifex let it go, is only cry ^^

Please report issues with other spells too, if any is found.

few people has knowledge to fix it, without breaking more things... and since I do not possess such knowledge...

lul, like if current TC developers were born with that knowledge in their minds xD they just spent more time reading the sources, debugging how the code worked and testing their changes than on github.

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