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tehavatar

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Posts posted by tehavatar

  1. Howdy.

    Im working on a *custom* arena for my server. Basically something additional.

    Ive gotten it to work as I want it to work, but.. for SOME reason the server treats my arena as a battleground.

    bg->IsArena() == true

    bg->GetArenaType() == 2

    So clearly, my edited DBC files show mangos this map is an arena and server correctly queues players for the *arena*.

    WHY does it show Battleground log with the "Leave Battleground" button after arena completes??

    WHY can I not have horde VS horde like in normal arena?

    I dont understand.. ive got no reference in my core that this is a battleground. Everywhere it is referenced as arena.

    Anyone with experience can give me an answer?

  2. Hi, I noticed today that creatures with low respawn time will never respawn at low respawn time - I investigated.

    It seems server always adds CORPSE remove delay to respawn time - is this intended? or by accident?

    For example, a world boss with 1 hour respawn time will _ALWAYS_ have another 3600 minutes added to its total respawn time. (if config has 3600)

    look:

    void Creature::setDeathState(DeathState s)

    {

    if ((s == JUST_DIED && !m_isDeadByDefault) || (s == JUST_ALIVED && m_isDeadByDefault))

    {

    m_deathTimer = m_corpseDelay*IN_MILLISECONDS;

    // always save boss respawn time at death to prevent crash cheating

    if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY) || isWorldBoss())

    SaveRespawnTime();

    should rather be something like

    void Creature::setDeathState(DeathState s)

    {

    if ((s == JUST_DIED && !m_isDeadByDefault) || (s == JUST_ALIVED && m_isDeadByDefault))

    {

    int deathTimer = m_corpseDelay >= m_respawnDelay ? m_respawnDelay : m_corpseDelay;

    m_deathTimer = deathTimer*IN_MILLISECONDS;

    // always save boss respawn time at death to prevent crash cheating

    if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY) || isWorldBoss())

    SaveRespawnTime();

    Otherwise _real_ respawn time is incorrect.

  3. void Creature::setDeathState(DeathState s)

    {

    if ((s == JUST_DIED && !m_isDeadByDefault) || (s == JUST_ALIVED && m_isDeadByDefault))

    {

    m_deathTimer = m_corpseDelay*IN_MILLISECONDS;

    // always save boss respawn time at death to prevent crash cheating

    if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY) || isWorldBoss())

    SaveRespawnTime();

    should rather be something like

    void Creature::setDeathState(DeathState s)

    {

    if ((s == JUST_DIED && !m_isDeadByDefault) || (s == JUST_ALIVED && m_isDeadByDefault))

    {

    int deathTimer = m_corpseDelay >= m_respawnDelay ? m_respawnDelay : m_corpseDelay;

    m_deathTimer = deathTimer*IN_MILLISECONDS;

    // always save boss respawn time at death to prevent crash cheating

    if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY) || isWorldBoss())

    SaveRespawnTime();

    Otherwise _real_ respawn time is incorrect.

  4. Lets have a look at my combat log after spec'ing with both 49628 [blood-Caked Blade] and 51465 [Necrosis]

    Maley's melee swing hits Orgrimmar Grunt for 272 Physical.(37 Blocked)
    Maley's Blood-Caked Strike hits Orgrimmar Grunt for 77 Physical.
    Maley's Necrosis hits Orgrimmar Grunt for 54 Shadow.
    
    Maley's Blood Strike hits Orgrimmar Grunt for 339 Physical.
    Maley's Necrosis hits Orgrimmar Grunt for 67 Shadow.
    
    Orgrimmar Grunt's melee swing hits Maley for 203 Physical.
    
    Maley's melee swing hits Orgrimmar Grunt for 309 Physical.
    Maley's Necrosis hits Orgrimmar Grunt for 61 Shadow.
    
    Orgrimmar Grunt's melee swing hits Maley for 206 Physical.
    Orgrimmar Grunt's melee swing hits Maley for 182 Physical.
    
    Maley's melee swing hits Orgrimmar Grunt for 310 Physical.
    Maley's Blood-Caked Strike hits Orgrimmar Grunt for 77 Physical.
    Maley's Necrosis hits Orgrimmar Grunt for 62 Shadow.
    
    Orgrimmar Grunt's melee swing hits Maley for 247 Physical.
    
    Maley's melee swing hits Orgrimmar Grunt for 309 Physical.
    Maley's Necrosis hits Orgrimmar Grunt for 61 Shadow.
    
    Orgrimmar Grunt's attack misses Maley.
    Orgrimmar Grunt's attack misses Maley.
    
    Maley's melee swing hits Orgrimmar Grunt for 618 Physical.(Critical)
    Maley's Necrosis hits Orgrimmar Grunt for 123 Shadow.
    
    Orgrimmar Grunt's melee swing hits Maley for 233 Physical.
    
    Maley's melee swing hits Orgrimmar Grunt for 310 Physical.
    Maley's Necrosis hits Orgrimmar Grunt for 62 Shadow.
    
    Orgrimmar Grunt's melee swing hits Maley for 191 Physical.
    
    Maley's melee swing hits Orgrimmar Grunt for 309 Physical.
    Maley's Blood-Caked Strike hits Orgrimmar Grunt for 77 Physical.
    
    Maley's Blood Strike hits Orgrimmar Grunt for 680 Physical.(Critical)
    Maley's Necrosis hits Orgrimmar Grunt for 136 Shadow.
    Maley's attack was dodged by Orgrimmar Grunt.
    
    Orgrimmar Grunt's attack misses Maley.
    Orgrimmar Grunt's melee swing hits Maley for 239 Physical.
    
    Maley's Plague Strike was parried by Orgrimmar Grunt.
    Maley's melee swing hits Orgrimmar Grunt for 310 Physical.
    Maley's Necrosis hits Orgrimmar Grunt for 62 Shadow.
    
    Orgrimmar Grunt's melee swing hits Maley for 176 Physical.
    
    Maley's Plague Strike hits Orgrimmar Grunt for 299 Physical.
    Maley's Necrosis hits Orgrimmar Grunt for 59 Shadow.
    
    Maley's melee swing hits Orgrimmar Grunt for 309 Physical.
    Maley's Necrosis hits Orgrimmar Grunt for 61 Shadow.
    
    Orgrimmar Grunt's attack misses Maley.

    Clearly shows that [blood-Caked Blade] does NOT proc on every hit.

    [Necrosis] however, is supposed to proc only on auto attack hits but it procs after any melee hit - Death Coil is not a melee hit, and does not trigger it.

  5. if(teamID == 1)

    {

    pvpInfo.inHostileArea = true;

    SetContestedPvP();

    SetBattleGroundId(GetInstanceId(),BATTLEGROUND_AA);

    SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );

    SetBGTeam(67);

    setFaction(67);

    //setFactionForRace(67);

    }

    else if(teamID == 2)

    {

    pvpInfo.inHostileArea = true;

    SetContestedPvP();

    SetBattleGroundId(GetInstanceId(),BATTLEGROUND_AA);

    SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );

    SetBGTeam(469);

    setFaction(469);

    //setFactionForRace(469);

    }

    As you can see, ive tried everything to get these two *teams* in a hostile state =|

    Nothing seems to work.

  6. Almost the same way 2 alliance characters can be hostile to eachother when joining an arena, I would like to make a specific character hostile to another - how would I do this?

    I have played around with

            SetFFAPvP(true);
           SetPvP(true);
           UpdatePvP(true,true);

    to no avail. I have also tried

                SetBGTeam(469);
    and
               SetBGTeam(67);

    but still the characters are friendly to eachother.

    I basically want to make two teams, blue team must be hostile to red team. Most of my code is in place, but no idea how to make *teams* hostile to eachother.

    Same thing for making horde friend to alliance if they are in same *team* (blue/red)

    Can anyone help!?

    Thanks =]

  7. Git is designed for massive amount of contributors & is assumes the user has knowledge of *nix. I dislike *nix systems, have no time to learn a ton of commands and in general i prefer SVN. GitHub is also very slow, takes ages to clone a repo from scratch and the online interface is beyond terrible.

    Why did Mangos not decide to stick with Assembla? Assembla offers pull-out of both SVN and GIT format repositories at the same time. I also get super fast d/l speed from Assembla.

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