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Eye of Acherus.


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the MaNGOS core was modified (of the latest patches), so here's to a new version:

eye_of_acherus_mangos_9283_patch (old patch)

http://filebeam.com/b1aa28f988ff61dd79f995741b0ff0ea

mirror link:

http://hotfile.com/dl/27037209/773dc00/eye_of_acherus_patch_mangos_9293.zip.html

edit:

get the whole patch again. (fixed) eye of acherus patch for MaNGOS rev.9346

http://filebeam.com/18a2103ff0a57aba41ffc65746d0e548

for details, see my previous post.

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spell should be described in SpellEffects.cpp

you can try this code, put it between // Recall Eye of Acherus and // Bending Shinbone

               // Summon Ghouls On Scarlet Crusade
               case 51904:
               {
                   if(!unitTarget)
                       return;

                   unitTarget->CastSpell(unitTarget, 54522, true);
                   break;
               }

and in the database this:

UPDATE `creature_template` SET `faction_A` = 2084, `faction_H` = 2084 WHERE `entry` = 28528;

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Nice patch. All working good exept one... If your eye atacking by mobs and in this time you logout, after eye die - server crash. Eye must unsummon if owner not in world.

I think , its possible to make condition for logout which unsummon eye and when eye die too .

In my server I dont look any mob when I summon eye ...

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To avoid a server crash when we logout or exit game, but the eye still is attacked by mobs

I just did the eye can not be attacked, so here is how I did it:

in ebon_hold.cpp below this line:

m_creature->CastSpell(m_creature, 51890, true);

add this new line:

m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);

           m_creature->CastSpell(m_creature, 51890, true);
           m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
           }
       }
   }

and compiling the ScriptDev2 again only.

edit:

or can be made with SpellEffects.cpp in the part: void Spell::EffectSummonPosessed(uint32 i)

below this line:

spawnCreature->DeleteThreatList();

add this new line:

spawnCreature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);

       spawnCreature->DeleteThreatList();
       spawnCreature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
}

and compiling the MaNGOS source code

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will check this bug (no recall on kilrogg) somehow i am not entirely shocked... sounds like someone fixed the eye using my earlier suggestion and somehow messed up kilrogg in the process...

i have never used kilrogg before... reminds me of Wizards' Eye from D&D and thats just too corny for me to use in game lol

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  • 2 weeks later...

error compil with sd2 1570

this is my compile error

Error 1 error C2039: 'RemoveMonsterMoveFlag': is not a member of 'Creature' c: \\ Documents and Settings \\ bloutix.DANIEL84-14D13D \\ Office \\ dev Pandora \\ Pandora new \\ Jethro-To-comp \\ Pandora \\ src \\ bindings \\ ScriptDev2 \\ scripts \\ eastern_kingdoms \\ scarlet_enclave \\ ebon_hold.cpp 1161

Error 2 error C2065: 'MONSTER_MOVE_SPLINE_FLY': undeclared identifier c: \\ Documents and Settings \\ bloutix.DANIEL84-14D13D \\ Office \\ dev Pandora \\ Pandora new \\ Jethro-To-comp \\ Pandora \\ src \\ bindings \\ ScriptDev2 \\ scripts \\ eastern_kingdoms \\ scarlet_enclave \\ ebon_hold.cpp 1161

Error 3 error C2039: 'SetMonsterMoveFlags': is not a member of 'Creature' c: \\ Documents and Settings \\ bloutix.DANIEL84-14D13D \\ Office \\ dev Pandora \\ Pandora new \\ Jethro-To-comp \\ Pandora \\ src \\ bindings \\ ScriptDev2 \\ scripts \\ eastern_kingdoms \\ scarlet_enclave \\ ebon_hold.cpp 1179

Error 4 error C2065: 'MONSTER_MOVE_SPLINE_FLY': undeclared identifier c: \\ Documents and Settings \\ bloutix.DANIEL84-14D13D \\ Office \\ dev Pandora \\ Pandora new \\ Jethro-To-comp \\ Pandora \\ src \\ bindings \\ ScriptDev2 \\ scripts \\ eastern_kingdoms \\ scarlet_enclave \\ ebon_hold.cpp 1179

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error compil with sd2 1570

this is my compile error

Error 1 error C2039: 'RemoveMonsterMoveFlag': is not a member of 'Creature' c: \\ Documents and Settings \\ bloutix.DANIEL84-14D13D \\ Office \\ dev Pandora \\ Pandora new \\ Jethro-To-comp \\ Pandora \\ src \\ bindings \\ ScriptDev2 \\ scripts \\ eastern_kingdoms \\ scarlet_enclave \\ ebon_hold.cpp 1161

Error 2 error C2065: 'MONSTER_MOVE_SPLINE_FLY': undeclared identifier c: \\ Documents and Settings \\ bloutix.DANIEL84-14D13D \\ Office \\ dev Pandora \\ Pandora new \\ Jethro-To-comp \\ Pandora \\ src \\ bindings \\ ScriptDev2 \\ scripts \\ eastern_kingdoms \\ scarlet_enclave \\ ebon_hold.cpp 1161

Error 3 error C2039: 'SetMonsterMoveFlags': is not a member of 'Creature' c: \\ Documents and Settings \\ bloutix.DANIEL84-14D13D \\ Office \\ dev Pandora \\ Pandora new \\ Jethro-To-comp \\ Pandora \\ src \\ bindings \\ ScriptDev2 \\ scripts \\ eastern_kingdoms \\ scarlet_enclave \\ ebon_hold.cpp 1179

Error 4 error C2065: 'MONSTER_MOVE_SPLINE_FLY': undeclared identifier c: \\ Documents and Settings \\ bloutix.DANIEL84-14D13D \\ Office \\ dev Pandora \\ Pandora new \\ Jethro-To-comp \\ Pandora \\ src \\ bindings \\ ScriptDev2 \\ scripts \\ eastern_kingdoms \\ scarlet_enclave \\ ebon_hold.cpp 1179

Try this http://filebeam.com/72b949bcf2779eeaf17732c3e1cef9cb

untested but should work. If it does not work post the error please :)

-            m_creature->RemoveMonsterMoveFlag(MONSTER_MOVE_SPLINE_FLY);
+            m_creature->RemoveSplineFlag(SPLINEFLAG_FLYING);

-                m_creature->SetMonsterMoveFlags(MONSTER_MOVE_SPLINE_FLY);
+                m_creature->SetSplineFlags(SPLINEFLAG_FLYING);

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Try this http://filebeam.com/72b949bcf2779eeaf17732c3e1cef9cb

untested but should work. If it does not work post the error please :)

-            m_creature->RemoveMonsterMoveFlag(MONSTER_MOVE_SPLINE_FLY);
+            m_creature->RemoveSplineFlag(SPLINEFLAG_FLYING);

-                m_creature->SetMonsterMoveFlags(MONSTER_MOVE_SPLINE_FLY);
+                m_creature->SetSplineFlags(SPLINEFLAG_FLYING);

Does not work. Interrupted says. no error. does not require the eye.

mangos 9338 with scriptdev2 1571

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Help please with a newer patch eye of archerus

Here is a quick solution for the problem through ScriptDev2,

just add this in ebon_hold.cpp among others scripts:

/*######
## go_eye_of_acherus
######*/

bool GOHello_go_eye_of_acherus(Player *player, GameObject* _GO)
{
if (player->GetQuestStatus(12641) == QUEST_STATUS_INCOMPLETE)
player->CastSpell(player, 51852, true);

return true;
}

and at the end of the ebon_hold.cpp add this between the others:

newscript = new Script;
newscript->Name = "go_eye_of_acherus";
newscript->pGOHello = &GOHello_go_eye_of_acherus;
newscript->RegisterSelf();

important:

and do not forget to comment on these lines in npc_eye_of_acherus code:

//m_creature->RemoveMonsterMoveFlag(MONSTER_MOVE_SPLINE_FLY);

and:
//m_creature->SetMonsterMoveFlags(MONSTER_MOVE_SPLINE_FLY);

then compile again only scriptdev2

and last import into database mangos:

UPDATE `gameobject_template` SET `ScriptName` = 'go_eye_of_acherus' WHERE `entry` = 191609;

DELETE FROM `creature_template_addon` WHERE `entry` = 28511;
INSERT INTO `creature_template_addon` (`entry`, `moveflags`) VALUES
(28511, 33562624);

edit:

or get the whole patch again. (fixed) eye of acherus patch for MaNGOS rev.9346

http://filebeam.com/18a2103ff0a57aba41ffc65746d0e548

take it and apply the patch with command: patch -p1 < name.patch

(can shorten its name)

and remind you again, that the patch is composed of three parts:

1. for mangos source

2. for scriptdev2 source

3. and for database mangos

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