Jump to content

traponinet

Members
  • Posts

    111
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

Posts posted by traponinet

  1. Try this patch (blizzlike jump effect)

    based on mangos rev. [11632] Death Grip patch

    diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp

    index 91ccec4..92aa54a 100644

    --- a/src/game/SpellEffects.cpp

    +++ b/src/game/SpellEffects.cpp

    @@ -3187,6 +3187,24 @@ void Spell::EffectDummy(SpellEffectIndex eff_idx)

    m_caster->CastCustomSpell(m_caster, 45470, &bp, NULL, NULL, true);

    return;

    }

    + // Death Grip

    + else if (m_spellInfo->Id == 49576)

    + {

    + if (!unitTarget)

    + return;

    +

    + m_caster->CastSpell(unitTarget, 49560, true);

    + return;

    + }

    + else if (m_spellInfo->Id == 49560)

    + {

    + if (!unitTarget)

    + return;

    +

    + uint32 spellId = m_spellInfo->CalculateSimpleValue(EFFECT_INDEX_0);

    + unitTarget->CastSpell(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ(), spellId, true);

    + return;

    + }

    // Obliterate

    else if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0002000000000000))

    {

    @@ -3490,6 +3508,8 @@ void Spell::EffectJump(SpellEffectIndex eff_idx)

    pTarget = m_caster->GetMap()->GetUnit(((Player*)m_caster)->GetSelectionGuid());

    o = pTarget ? pTarget->GetOrientation() : m_caster->GetOrientation();

    +

    + m_caster->NearTeleportTo(x, y, z, o, true);

    }

    else

    o = m_caster->GetOrientation();

    @@ -3510,7 +3530,9 @@ void Spell::EffectJump(SpellEffectIndex eff_idx)

    return;

    }

    - m_caster->NearTeleportTo(x, y, z, o, true);

    + float speed_z = 10.0f;

    + uint32 time = speed_z * 100;

    + m_caster->SendMonsterMove(x, y, z, SPLINETYPE_NORMAL, SPLINEFLAG_TRAJECTORY, time, NULL, speed_z);

    }

    void Spell::EffectTeleportUnits(SpellEffectIndex eff_idx)

    diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp

    index 1e92106..4ce0270 100644

    --- a/src/game/Unit.cpp

    +++ b/src/game/Unit.cpp

    @@ -399,6 +399,11 @@ void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, SplineTy

    data << uint32(flags); // splineflags

    data << uint32(moveTime); // Time in between points

    + if (flags & SPLINEFLAG_TRAJECTORY)

    + {

    + data << float(va_arg(vargs, double)); // Z jump speed

    + data << uint32(0); // walk time after jump

    + }

    data << uint32(1); // 1 single waypoint

    data << NewPosX << NewPosY << NewPosZ; // the single waypoint Point B

    Note:

    there is a bug with some creatures, and they can not be attacked after pulling it.

    (it seems they is pulled just visual, but are still at the old location)

    maybe EventAI script it confuses.

  2. This is only part (perhaps two-thirds) of the vehicles patch developed by RSA,

    and no status (alpha, beta), because nobody develops the vehicles for clean mangos source code.

    btw

    but, if you want almost everything to work, about the vehicles,

    then use the entire project RSA, (including RSA's ScriptDev2).

  3. You can get it from the repository of RSA or ...(but, the patch not exactly the same as the original by RSA)

    here it's: the eye_of_acherus patch: http://filebeam.com/fd7c8f37f31bf76ff59fcec542bcb872

    for MaNGOS [11107] (clean source code) and YTDB (clean database source).

    thank to RSA for this new development.

    Edit:

    the patch is already updated for MaNGOS [11270] and ScriptDev2 [1999]

    http://filebeam.com/29604f74369376f065fed36c3cb7c68d

  4. This patch is no longer being developed by developer Wojta (see that no activity from August 02, 2010)

    and therefore no one to fix a bugs, due to new changes in the core.

    btw

    there is a new vehicle patch by zergtmn/rsa, which is being developed and has a future.

    but it is difficult to take only clean patch from rsa's repository. so the fans of vehicles will have to wait.

  5. Yes and I also have problems with this site and my antivirus program, but there is an alternative way:

    vehicles and multiseat_mounts (united together patches) for MaNGOS commit [10554]

    http://paste2.org/followup/1008224 (of course included are the fixes from ZPS, DaViper and False.Genesis)

    Note:

    How to get it: Click on text and [select All] then click again and [Copy],

    then make new text file and [Paste] it in, then change the file extension as .patch

    example: vehicles.patch

    Edit:

    the same patch (combined vehicles and multiseat_mounts), but for MaNGOS commit [10555]

    http://filebeam.com/586ff06e8e1a779709d8cb2a2ebcc875

  6. I can take eye of archeus but it cannot fly. I keep falling with it.

    as I know, the script for npc_eye_of_acherus in file ebon_hold.cpp in ScriptDev2

    do the all work for the eye to fly to the New Avalon village and to stay in the air.

    Maybe something is not patching is well, check the script in ebon_hold.cpp

    and check in table creature_template for npc 28511, in column ScriptName must have: npc_eye_of_acherus

    and finally clear Game's cache. I wish you luck :)

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use