VladimirMangos
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Everything posted by VladimirMangos
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"a few dueling circles" its work as open world arenas (auto ffa-mode) or just allow duel option?
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[Python] (Yet Another) Script for SQL Updates
VladimirMangos replied to a topic in Old3rd party projects
Not all sql updates is _safe_ for brainless apply. Main task sql update is convert/drop data in way that allow start new core code. Safe conversion of data is second _optional_ part when possible. That why important read commit notes before apply each sql updates for characters/realmd DB -
[fix] ICC, FoS, Boss Bronjahm, ConsumeSoulSpell
VladimirMangos replied to Auntie Mangos's topic in ... acceptedOld
Look like with [11553] all added from original and later patches. Thank you -
In any cases adding patch in existed form also good step in implement functionality. So i add it in [11552]. Thank you for patch I think still not fixed problems must be discussed in new thread if will be solutions.
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PosgresSQL directly not supported at Windows. You will need edit project files for 1) add define DO_POSTGRESQL to all projects build 2) add header paths to projects 3) add libpaths to mangosd/realmd projects for linking approperiate libs. If use cmake build way maybe this more easy (not test) and note: cmake at windows not considered as finished. Side note: because absent team devs who use PosgresSQL and intresting in implemeting prepared statements posgresql version code will not use its and then will more slow that mysql version.
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Hmm, unclear what do with 63337. I not foudn any common attributes for it and some other listed as working spells
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i test 19574 and it do it for pet and expected do it for pet only. And you not answer at real question: what stun spell you use for test Just for note: "Not immune to daze, just found out." in player case. So more limited version that pet.
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Support for bosses which do not move
VladimirMangos replied to Auntie Mangos's topic in OldCore modifications
target self -
Alsready exist thread with discussion problem.
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In fact for normal regeneration prevent it will anyway require checks in same lines, so i not sure that immunity will better. At least i not see clean way, and current patch look like good in current state. [added]I understand problem in part mana potions prevent use. So immunity really need implement as point TOM Special confirm for immunity way: [added2]After small additional fix i not see what really need immuned additionally. managems immunted, potion used but not real mana restored. Attempt use potion must also report error instead ignore? This is tested version: https://gist.github.com/994536
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[11549][FIX] Damage Shield proc event
VladimirMangos replied to Auntie Mangos's topic in ... acceptedOld
By description look like need not blocked damage spell_chain part in link redundend (core by self build chain in this case. 4 spell family will prevent process normal melee hits and then incorrect. Patch in original form into [11549]. Thank you -
not confirmed.
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In [11548]. Thank you. Table data must be suggested to DB project. Just note, i know that you know this ^^
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Must be fixed in [11547].
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If you look at UDB forum you will find localization subsections. Thread closed.
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[11546][Patch] Spell - Whiteout script effect
VladimirMangos replied to Xfurry's topic in ... acceptedOld
In [11546]. Thank you -
I not sure that spell correct by 2 points: 1) exist 4 dummy spell 68161, 68160, 66808, 66725 and _4_ triggered spell 67333, 67331, 66809, 66765 with 120 base points for 3 cases and 125 for one 2) dummy spells have self targeting mode, so look like boss cast it to self. triggered have chain targeting mode normal for hostile targeted spells, as i understand instead current cast to target it must cast from aura target (boss) to "nearby target within 10 yards" Unit::SelectRandomUnfriendlyTarget ? Ofc, maybe you have some info that confirm your way work.
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I specially test and it work: what stun spell you use for test?
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It expected targeting 2 different dynamic objectsI think alt. patch also not fully right. First, because cast single rock. all damage spells have target modes (TARGET_DYNAMIC_OBJECT_COORDINATES/TARGET_ALL_ENEMY_IN_AREA_INSTANT) with radius 5 --> so spell damage all targets near fall point around in 5 yeards (=melee attack range) cast targeted to some dynamic object coordinates. dummy spells have target modes (TARGET_DYNAMIC_OBJECT_COORDINATES,TARGET_RANDOM_NEARBY_DEST) so select some random points around some dynamic object in radius Not sure that dynamic object really created for each damage target, but damage spell must be casted not to target but some point and it will do damage all around this point at 5 yards dummy spell at cast look like select like point but own cast point in random in 5 yards radius. script spell expect cast some _single_ selected dummy spells for each rock shoot as suggested early. or skip possible sometime. Base ay video not allways series shoot. Each scrip cast is many single dummy casts.
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In [11545]. Thank you
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From mangos code: // Swift Retribution / Improved Devotion Aura (talents) and Paladin Auras if (((spellInfo_1->SpellFamilyFlags2 & 0x00000020) && (spellInfo_2->SpellIconID == 291 || spellInfo_2->SpellIconID == 3028)) || ((spellInfo_2->SpellFamilyFlags2 & 0x00000020) && (spellInfo_1->SpellIconID == 291 || spellInfo_1->SpellIconID == 3028))) return false;
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You must look at used DB project forums, because data can be dependent from used DB
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In [11543] applied alt. way but inspired by suggested too hackish fix.
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This must be fixed in [11542]. Fix applied for generci check so not tested with this spell directly. Please test and share results
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in [11541]. Thank you
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