Toinan67
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Posts posted by Toinan67
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Yes of course they can, but sometimes I feel like ru mangos forums are more active than mangos normal forums
It would be better for the community if all the activity on ru forums was here
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I made a new patch :
- added a struct ThreatRedirectInfo
- handles correctly Tricks of the Trade and Misdirection. 30 sec buff apply, then 6 sec (4 for misdirection) buff when the player does anything that modify his threat
- didn't test it
based on ascent's patch
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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()
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Yes...that's what I was asking, why do russian people need to make their own community ? Is it because of the language only?...
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Edit : I'm blind ^^
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Totally off-topic : why is there a russian-only community for MaNGOS ? As a non-russian I feel a bit "rejected".
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Not with current rev, for sure ^^
Thanks for sharing this with us, ascent. Are you the author?
Next time, try to give us a patch file instead of 10 pieces of code
I'll try to do it
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So, question is : is there any part where Blizzard's contract conflicts with the real law?
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Yes, some explanations are always welcome.
And if someone ask question you can say "Look at the explanations."
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Yeah but you may cause client crashes if you change the race of a character without changing its class
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- * 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
- * What bug does the patch fix? What features does the patch add?
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On retail servers, the target is also knocked down.
I saw this spell on wowhead, which seems to be the good one
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Bump! The patch is correct
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I translate in English cause my stupid compatriot clearly didn't pay attention in school
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()) << ")";
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I still have the ico, and I've never had a forbidden access
Empty your cache maybe?
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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
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Hmmm I don't think this would be a valid argument
Just creating a wow account makes you accept the contract
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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?
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You're using a custom core. Use official core, or don't ask for help.
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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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You will need a custom patch to do that
I don't know exactly what you want so I can't answer...
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How about a crash log? LOL
It would be nice, in deed! LOL
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Little bump here, this patch will be quite appreciated when pushed to master
Schmoo and zergtmn, continue your debate about functors/flags it's quite interesting btw.
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I suppose you're talking about the "customize" functionality?
If yes, try :
player->SetAtLoginFlag(AT_LOGIN_CUSTOMIZE);
[BUG] Feral Spirit
in OldBug reports
Posted
No.
For your server maybe, but not for mangos