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Toinan67

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Everything posted by Toinan67

  1. I'm compiling right now, tests results in a few minutes. I made a gist for rev. 10604 (latest) : click here. Anyway, another great patch from you, darkstalker. I think this effect should be added to the "knockback" effect : shaman's thunderstorm is an example.
  2. About the "preview" button : you're right, I didn't look at the complete form. About the combined authentication : great news About your daughter : /target TheLudasDaughter /cast 3DaysSheep and you're free! Thanks a lot gentlemen, your hard work is very appreciated, I mean it.
  3. http://www.worldofwarcraft.com/moltencore/ This is epic x) I didn't know it! Blizzard should do it, I'm sure they would make it a great game.
  4. @The Sheep (©) & The Gnome Engineer (©) Here is a little list of some improvements that I'd find useful - the notification when you post a message is annoying, I'd prefer to be directly redirected to the thread when I post - there is no "preview" button : is it on your to-do list? - I think the default avatar should be...nothing, and not a ugly gravatar blue image - I loved the clickable logo on the ancient forum, is it possible to do the same with the current logo? - is it possible to stick the signatures at the bottom of each post block, instead of directly under the message itself? like : - I remind the bug Vladimir started to report : some threads that you didn't read are marked as read. - is there any official release date for the wiki? I miss him...I feel lonely and futureless...
  5. I hope the wiki won't be reset
  6. I agree with Vladimir, this is quite annoying...
  7. Hmmm Maybe I misunderstood the meaning of the "Apply" argument. I guessed Apply was true when the aura was..applied, and false when the aura was removed. Is that incorrect? Or maybe you didn't see the first part of the condition if(!Apply & [...]
  8. Maybe this ? diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index 86ff966..518b113 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -7697,6 +7697,10 @@ void Aura::HandleAuraSafeFall( bool Apply, bool Real ) { // implemented in WorldSession::HandleMovementOpcodes + //start fall from current height + if(!Apply && target->GetTypeId() == TYPEID_PLAYER) + ((Player*)target)->SetFallInformation(0, target->GetPositionZ()); + // only special case if(Apply && Real && GetId() == 32474 && GetTarget()->GetTypeId() == TYPEID_PLAYER) ((Player*)GetTarget())->ActivateTaxiPathTo(506, GetId());
  9. Yes it's quite entertaining And yea, times goes very fast. 2010, wtf? For me, 1990 is still 10 years ago.
  10. Thanks for the link TheLuda, that's what I was searching. I've got pages to read
  11. Hi, I'd like to know a bit more about it. * Is MaNGOS the first wow server ever? * Who created the first MaNGOS file? And when? * What are the major steps of your history? * Which devs are here since the beginning? * Is MaNGOS your biggest project? * Is there any "spiritual guide" in the team? (a leader? ) I hope I'll have some devs answers! Perhaps we could create a wiki page with these infos... Thanks
  12. Great job. I'll take time to correct those pages (add missing fields, delete the ones who don't exist anymore, add explanations, ...) You can already start if you want, I've already done the job until "game_event" more or less FTW
  13. I really like how threads look like now.
  14. I guess encounterIndex is the number of the boss (or more generally the encounter) in the instance/raid. Example in ICC : Lord Marrowgar -> encounterIndex = 0 Deathwhisper -> encounterIndex = 1 Gunship Battle -> encounterIndex = 2 etc (I'm not sure)
  15. No FeRkEl, it's about instance bindings.
  16. @Shauren: I didn't find this interrupt flag...is it missing in the core? Was it deleted before? With Shauren's mod : diff --git a/src/game/Player.cpp b/src/game/Player.cpp index 5eccd94..a99cb7b 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -21363,6 +21363,8 @@ void Player::HandleFall(MovementInfo const& movementInfo) DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.GetPos()->z, height, GetPosition } } + + RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_LANDING); } void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type, uint32 miscvalue1/*=0*/, uint32 miscvalue2/*=0*/, Unit *unit/* diff --git a/src/game/Unit.h b/src/game/Unit.h index d04f8f1..61e89d4 100644 --- a/src/game/Unit.h +++ b/src/game/Unit.h @@ -82,7 +82,8 @@ enum SpellAuraInterruptFlags AURA_INTERRUPT_FLAG_UNK21 = 0x00200000, // 21 AURA_INTERRUPT_FLAG_UNK22 = 0x00400000, // 22 AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT = 0x00800000, // 23 removed by entering pvp combat - AURA_INTERRUPT_FLAG_DIRECT_DAMAGE = 0x01000000 // 24 removed by any direct damage + AURA_INTERRUPT_FLAG_DIRECT_DAMAGE = 0x01000000, // 24 removed by any direct damage + AURA_INTERRUPT_FLAG_LANDING = 0x02000000 // 25 removed by hitting the ground };
  17. Obviously, the final boss is going to be Deathwing (big bad dragon wooohooo)
  18. Downloaded Workbench recently, in deed it's a good tool, especially for the data modeling part. I generated an EER model from the mangos database, it was...huge. I'm a bit busy IRL at the moment, so I won't be able to to a lot of thing until this WE. Take care
  19. Edit : oops, didn't see FeRkEl's post, sorry.
  20. CharacterHandler.cpp : // make sure that the character belongs to the current account, that rename at login is enabled // and that there is no character with the desired new name CharacterDatabase.AsyncPQuery(&WorldSession::HandleChangePlayerNameOpcodeCallBack, GetAccountId(), newname, "SELECT guid, name FROM characters WHERE guid = %d AND account = %d AND (at_login & %d) = %d AND NOT EXISTS (SELECT NULL FROM characters WHERE name = '%s')", GUID_LOPART(guid), GetAccountId(), AT_LOGIN_RENAME, AT_LOGIN_RENAME, escaped_newname.c_str() ); Server checks that player can really change his name (AT_LOGIN_RENAME). So, I don't think it works, but I can be wrong
  21. Update! -it was a bit hard to access the wiki the last few days, so I wasn't able to do a lot -Darkknight900 has recently created the DBC pages : click here to read them -I've continued a very very little bit my spell tutorial, and added a few tables in the world structure -new short dev idea about the normalization of Locations in MaNGOS -I'd like to highlight 2 wiki pages written by freghar : Database layout improvements and Database storage in strings. They're very interesting and need some people to give their opinion. I also wanted to encourage freghar, other devs, and every mangos contributor to talk about substantive issues in MaNGOS. The "Development ideas" category is a great opportunity for us to rethink some basic (≠ simple) things that might have been badly done in the past. Thanks for your future participation !
  22. I played for a few hours on the beta, lvl 8 worgen, lvl 10 gobelin, and I must say there are some nice features, the quests are really enjoyable, a lot of creature phasing/map phasing/vehicles/funny quests. The thing is that I don't have the impression to play WoW anymore, just a funny game...I don't have the "epic" feeling I had before. But it's just the beginning, let's see at lvl 85 I saw a video about Halls of origination, it was VERY nice (egyptian style and all that stuff), but the difficulty wasn't there
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