endx
22-12-15, 03:36 PM
Hello guys!
I think time to present my fork of Trinity such as repack.
http://rustemu.org/
724
* Implement Blink v4 for REv2 (read more (https://rustemu.org/threads/blink.7/#post-44))
blink in abyss
blink by path ( rechecking each step )
where player can walk - blink will available there
implemented check on dynamic objects (locked doors and etc)
implemented total path of blink.
https://www.youtube.com/watch?v=wpymzrkwNTg
* implement Master Call (read more (https://rustemu.org/threads/spell-master-call.12/#post-30))
* pet should moving at player
* in melee distance cast spell (for remove root-effects)
* after cast will going at his (pet, not player) target
https://www.youtube.com/watch?v=iXM_QrvKRpY
* implement Spell Dancing Rune Weapon (read more (https://rustemu.org/threads/spell-dancing-rune-weapon.15/))
* copy 50% of melee damage
* special abilities damage
https://www.youtube.com/watch?v=11ZAhByCZj0
* rewrite break Stealth and modify Stand State (read more (https://rustemu.org/threads/core-spells-break-stealth-and-modify-stand-state.11/))
Currently, only harmful CC spells will break stealth and modify the unit stand state.
This behaviour is wrong. Any harmful spell hit should break stealth and modify the stand state.
There are a few exceptions for this mechanic, such as:
- Mass Dispel (priest spell ID 32375, 32592, 39897)
- Earthbind Totem (Pulse) (spell ID 3600)
- Distract (rogue spell ID 1725)
___________________________
It's from big changes, other commits you can see on github
Files of server + dbc/maps/vmaps/mmaps : here (http://drive.google.com/file/d/0B95oF05riRW0ckhJdi1jUWZ3bzg/view?usp=sharing)
SQL files for databases (realmd, characters, world) : here (http://drive.google.com/file/d/0B95oF05riRW0Rkw5SHRYOHJEdVk/view?usp=sharing)
Accounts : admin 123456; test 123456
I think time to present my fork of Trinity such as repack.
http://rustemu.org/
724
* Implement Blink v4 for REv2 (read more (https://rustemu.org/threads/blink.7/#post-44))
blink in abyss
blink by path ( rechecking each step )
where player can walk - blink will available there
implemented check on dynamic objects (locked doors and etc)
implemented total path of blink.
https://www.youtube.com/watch?v=wpymzrkwNTg
* implement Master Call (read more (https://rustemu.org/threads/spell-master-call.12/#post-30))
* pet should moving at player
* in melee distance cast spell (for remove root-effects)
* after cast will going at his (pet, not player) target
https://www.youtube.com/watch?v=iXM_QrvKRpY
* implement Spell Dancing Rune Weapon (read more (https://rustemu.org/threads/spell-dancing-rune-weapon.15/))
* copy 50% of melee damage
* special abilities damage
https://www.youtube.com/watch?v=11ZAhByCZj0
* rewrite break Stealth and modify Stand State (read more (https://rustemu.org/threads/core-spells-break-stealth-and-modify-stand-state.11/))
Currently, only harmful CC spells will break stealth and modify the unit stand state.
This behaviour is wrong. Any harmful spell hit should break stealth and modify the stand state.
There are a few exceptions for this mechanic, such as:
- Mass Dispel (priest spell ID 32375, 32592, 39897)
- Earthbind Totem (Pulse) (spell ID 3600)
- Distract (rogue spell ID 1725)
___________________________
It's from big changes, other commits you can see on github
Files of server + dbc/maps/vmaps/mmaps : here (http://drive.google.com/file/d/0B95oF05riRW0ckhJdi1jUWZ3bzg/view?usp=sharing)
SQL files for databases (realmd, characters, world) : here (http://drive.google.com/file/d/0B95oF05riRW0Rkw5SHRYOHJEdVk/view?usp=sharing)
Accounts : admin 123456; test 123456