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tibbi

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Everything posted by tibbi

  1. depends what rbg he has maybe he has it done some other way. But ye, ofc i meant this version too
  2. rbg still isnt supported by official mangos, so i cant give a link to that. But go to BattlegroundMgr.cpp, and search for "battleground_sa", guess you will figure.
  3. tibbi

    MMaps Redux

    tested it, works fine at the recast demo. Also connected the opposite sides of BeM arena ropes, then start and end were connected correctly. I still dont see, how can i fix it ingame tho
  4. tibbi

    MMaps Redux

    Im still having problems with the BeM arena ropes Pets wont go through it. What exactly i have to do? Create a new folder meshes, offmesh.txt with the text you wrote, and just run that command ? (changed to MoveMapGen.exe, but it doesnt matter now). Some new files have been generated, what should i do with them ?
  5. try compiling detour first, in win32_debug mode
  6. I dont think it has side-effects, since npcs really shouldnt crit.
  7. as i see, official mangos is missing a check at https://github.com/mangos/mangos/blob/master/src/game/Unit.cpp#L6683 It should have if (GetObjectGuid().IsCreature()) return;
  8. .unlearn works well, just tested. Its handled at https://github.com/mangos/mangos/blob/master/src/game/Level3.cpp#L1565 , but i dont see anything special there
  9. Im also not good at making proper solutions But Ive tested it, and works fine. Maybe the version of SeTM is better? https://gist.github.com/1644595
  10. What bug does the patch fix? What features does the patch add? There is a very old problem with talent reseting, pretty major one. Ill explain it on Blood Gorged, deep blood DK talent, spell id 61158 (not on wowhead). It has 2 spells filled in dbc, EffectTriggeredSpell0 and 2, which are also passive auras, increasing the DKs damage by 10% when he is above 75% hp. Now the problem comes, if the DK resets his talents, or its enough to switch a spec. Even tho 61158 is removed from him, those 2 triggered auras stay on him, and he still has that 10% dmg bonus. So this bug affects talents with something at EffectTriggeredSpell. Adding the part of code that should be stick to normal talent reseting, spec switch, and also for reseting pets talents, even tho I honestly havent been searching for pet talents, that might be broke the same way. But Im pretty sure there are some. For which repository revision was the patch created? It was most likely always broken, and theres nothing special involved in the patch, so proly any revision. Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. I dont know about any thread about this. Who has been writing this patch? Please include either forum user names or email addresses. by me diff --git a/src/game/Player.cpp b/src/game/Player.cpp index d3ab26a..2c16667 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -23661,8 +23661,15 @@ void Player::ActivateSpec(uint8 specNum) for(int r = 0; r < MAX_TALENT_RANK; ++r) if (talentInfo->RankID[r]) + { removeSpell(talentInfo->RankID[r],!IsPassiveSpell(talentInfo->RankID[r]),false); + SpellEntry const *spellInfo = sSpellStore.LookupEntry(talentInfo->RankID[r]); + for (int k = 0; k < MAX_EFFECT_INDEX; ++k) + if (spellInfo->EffectTriggerSpell[k]) + removeSpell(spellInfo->EffectTriggerSpell[k]); + } + specIter = m_talents[m_activeSpec].begin(); } else diff --git a/src/game/Player.cpp b/src/game/Player.cpp index 5fe16fd..d3ab26a 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -3853,8 +3853,15 @@ bool Player::resetTalents(bool no_cost, bool all_specs) for (int j = 0; j < MAX_TALENT_RANK; ++j) if (talentInfo->RankID[j]) + { removeSpell(talentInfo->RankID[j],!IsPassiveSpell(talentInfo->RankID[j]),false); + SpellEntry const *spellInfo = sSpellStore.LookupEntry(talentInfo->RankID[j]); + for (int k = 0; k < MAX_EFFECT_INDEX; ++k) + if (spellInfo->EffectTriggerSpell[k]) + removeSpell(spellInfo->EffectTriggerSpell[k]); + } + iter = m_talents[m_activeSpec].begin(); } diff --git a/src/game/Pet.cpp b/src/game/Pet.cpp index 0470378..0307cf6 100644 --- a/src/game/Pet.cpp +++ b/src/game/Pet.cpp @@ -1831,7 +1831,14 @@ bool Pet::resetTalents() for (int j = 0; j < MAX_TALENT_RANK; j++) if (talentInfo->RankID[j]) + { removeSpell(talentInfo->RankID[j],!IsPassiveSpell(talentInfo->RankID[j]),false); + + SpellEntry const *spellInfo = sSpellStore.LookupEntry(talentInfo->RankID[j]); + for (int k = 0; k < MAX_EFFECT_INDEX; ++k) + if (spellInfo->EffectTriggerSpell[k]) + removeSpell(spellInfo->EffectTriggerSpell[k], false); + } } UpdateFreeTalentPoints(false);
  11. you can test https://github.com/gc/mangos/commit/d13a4dbb237383563d98156055dceb663d46ba5b , that part with implementing GetRandomContactPoint, and using it instead of GetContactPoint. With frand(-0.7f, 0.7f) you can modify the arc in which npcs are in front of the tank. its not really perfect, since combat reach and the actual amount of attacking npcs should be included in the formula too. Better than nothing tho That bounding_radius and combat_reach change is about sth else, and needs db support too.
  12. well ye, whatever. What I wanted to say is, that that branch isnt being updated for some time now.
  13. here is the link to icc_project started by Schmoozerd, thats supposed to teach it https://github.com/scriptdev2/scriptdev2/commits/icc_project . Its just the very first parts tho, guess he stopped with it cause lack of people following it.
  14. right that I want to slow down putting stuff... I already have it set to 1 item per 20 secs, and its damn much.
  15. test _link removed by me for a moment_ . Its done really ugly, but if I solve that Object.h problem, it will be much simpler removed the link as the commit is crashing, will post it when i correct it.
  16. tibbi

    PVE Hitbox

    found some solution for hitbox as tank too, at Unit.cpp, edit the UpdateModelData() like http://pastebin.com/AhJhaUPT 18th line isnt really correct, but it works great with ytdb data from my early tests. Found it just now, still being tested. You can test it too. I have never played on blizz, but these hitboxes look pretty correct. From what Ive seen in vide, for example sapphiron has massive hitbox, and attacks tank from huge distance. Give some feedback.
  17. tibbi

    PVE Hitbox

    increase combat_reach then.
  18. tibbi

    PVE Hitbox

    distance, from which you can hit the boss, should be better with the ytdb data. If you tank, the problem is, that boss has to come to you to be able to hit you, thats the part, which isnt fixed yet. If you want to test hitbox correctly, do it with ".gm on", so the npcs wont be attacking you, and so, they dont have to come close to you.
  19. tibbi

    PVE Hitbox

    ye, Sapphirons hitbox is supposed to be HUGE. You can check it on http://www.wowhead.com/npc=15989#videos:id=10 . Problem is still the players hitbox, when a boss is attacking him So if you are the tank, you will always be under the bosses, since they are coming to you. Ofc i use hitbox modifications from r2, but same situation is at clean mangos too i think.
  20. for sure less than 2 hours, it might be that 20 seconds. Thats what i wanted to know, where is that, lets say 20 seconds, set?
  21. tibbi

    PVE Hitbox

    from what I see, udb usually has waay smaller hitboxes, than they should be. Try using hitboxes of ytdb. Ofc i talk about creature_model_info too.
  22. I thought it from the description too, but its not that. That just sets the length of the auction (for how long can people bid for your item), not the frequence of putting items to AH.
  23. check MovementType in Creature table, for the already spawned npcs. MovementType 1 stands for random movement, within yards written in spawnDist.
  24. where is it defined, how often does the bot put items to auction ?
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