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Toinan67

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Posts posted by Toinan67

  1. Look at World.cpp function SetInitialWorldSettings

       sLog.outString( "Loading Creature Data..." );
       sObjectMgr.LoadCreatures();
    
       sLog.outString( "Loading pet levelup spells..." );
       sSpellMgr.LoadPetLevelupSpellMap();
    
       sLog.outString( "Loading pet default spell additional to levelup spells..." );
       sSpellMgr.LoadPetDefaultSpells();
    
       sLog.outString( "Loading Creature Addon Data..." );
       sLog.outString();
       sObjectMgr.LoadCreatureAddons();                            // must be after LoadCreatureTemplates() and LoadCreatures()
       sLog.outString( ">>> Creature Addon Data loaded" );
       sLog.outString();
    
       sLog.outString( "Loading Creature Respawn Data..." );   // must be after PackInstances()
       sObjectMgr.LoadCreatureRespawnTimes();
    
       sLog.outString( "Loading Gameobject Data..." );
       sObjectMgr.LoadGameobjects();
    

    Just do what you want here, like moving LoadGameObjects() before LoadCreatures() :)

    • * What bug does the patch fix? What features does the patch add?
      Fixes the spell damage : adds half the target max mana and limits the spell dmg
      * For which repository revision was the patch created?
      10410
      * Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.
      no
      * Who has been writing this patch? Please include either forum user names or email addresses.
      me

    Patch :

    diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp
    index 3ad5b93..3cef9e9 100644
    --- a/src/game/SpellEffects.cpp
    +++ b/src/game/SpellEffects.cpp
    @@ -364,6 +364,26 @@ void Spell::EffectSchoolDMG(SpellEffectIndex effect_idx)
                        case 67485:
                            damage += uint32(0.5f * m_caster->GetTotalAttackPowerValue(BASE_ATTACK));
                            break;
    +                    //Magic Bane normal (Forge of Souls - Bronjahm)
    +                    case 68793:
    +                    {
    +                        damage += uint32(unitTarget->GetMaxPower(POWER_MANA) / 2);
    +
    +                        if (damage > 10000)
    +                            damage = 10000;
    +
    +                        break;
    +                    }
    +                    //Magic Bane heroic (Forge of Souls - Bronjahm)
    +                    case 69050:
    +                    {
    +                        damage += uint32(unitTarget->GetMaxPower(POWER_MANA) / 2);
    +
    +                        if (damage > 15000)
    +                            damage = 15000;
    +
    +                        break;
    +                    }
                    }
                    break;
                }
    

    Edit : could have done the same case for 2 spells with a little modif for max damage, but I prefer keep it clear

  2. I translate in English cause my stupid compatriot clearly didn't pay attention in school :P

    Hello,

    I've made some research to know how to modify .gobject add command so that it saves the name of the character that spawned it.

    I've made some tests, but I'm not a good C++ programmer, a simple SQL request would have been easier for me.

    I hope I've been clear enough

    I'll answer him in english and french (obviously he won't understand the english answer ^^)

    French:

    Voici quelques infos :

    - Crée un nouveau champ dans gameobjct, creator de type UNSIGNED INT(10)

    - Fichier Level2.cpp, fonction HandleGameobjectAddCommand : juste avant pGameObj->SaveToDB, il faut définir le créateur du gameobject. Tu n'as qu'à utiliser : pGameObj->SetOwnerGUID(chr->GetGUID());

    - Fichier GameObject.cpp, fonction SaveToDB. Tu devrais voir la requête qui insère le gobject dans la BDD : INSERT INTO gameobject VALUES ...

    - A la fin de cette requête il faut que tu rajoutes le créateur du gameobject :

    << uint64(GetOwnerGUID()) << ")";
    

    English :

    A few tips

    - Create a new field in gameobject, creator UNSIGNED INT(10)

    - File Level2.cpp, function HandleGameobjectAddCommand : just before pGameObj->SaveToDB, you must define the go's creator. You may use: pGameObj->SetOwnerGUID(chr->GetGUID());

    - File GameObject.cpp, function SaveToDB. You should see the SQL request that insert the go in DB : INSERT INTO gameobject VALUES ...

    - At the end of this request you must add the go's creator :

    << uint64(GetOwnerGUID()) << ")";
    

  3. The PHP scripts and other "database related" topics are great because they're nice for people learning other languages or techniques aside from C++, but having these topics clutter up an area where they really aren't the main focus makes finding real database topics difficult at the least

    I totally agree, there are some great threads (Shadez's armory is a good example) but not at the right place.

    However I hope a clean Database section would not be dead like 1 thread a week. I hope people will take time to participate

  4. Basically the boss sends 4 lines of frost around him

    Each line of frost start at the boss, and over time they move forward to their direction (let's say north, south, east, west)

    I guess each coldflame npc spawns another coldflame npc after a few seconds.

    The thing is to define the location of the new npc, and to know if we can actually spawn one (stop if there's a wall or something that blocks us)

    VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos() could do the job?

  5. These spells are quite "messy", a lot of trigger spell/script effect/dummy effect.

    There are clearly more than 2 spells : http://www.wowhead.com/search?q=coldflame#spells

    I don't know how to properly know the good sequence : what does each script effect do?

    From what I've seen, the boss casts spell 69145.

    69145 : spell increases the boss' speed and triggers spell 69147

    69147 : script effect (don't know what it does), and triggers spell 69146 (the damage spell)

    Besides that, you have spell 72704 which has a dummy effect, and summons a "Coldflame" npc. I guess this npc handles the spell 69146 (damage area aura)

    But I'm really lost, I have no idea how to establish the good sequence.

    Anyone can help? :)

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