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VladimirMangos

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Everything posted by VladimirMangos

  1. Fixed, thanks
  2. Do you read prev. post? Do you look in what section thread placed? It added to mangos sources already...
  3. Not sure that is proper fix. As i read isspace can be propertly used only for isascii(ch)==true cases. Anyway cast arg to explicit "unsigned char" can break build at platforms where char type is signed by default. As i understand cast to "unsigned char" prevent extending sign bit to high part of int.Possible same result (skip negative values) possible just by adding isascii check in appropriate form before isspace check? can you check line variant?
  4. Patch in [7102] and mangos-0.12 branch. Thank you
  5. Fix applied to conversion query in [7984] Thanks to author for fix and testers
  6. Thanks for clarify, i not remember details and has been lazy to look at sources
  7. Don't understand what bump? 1) mount part in zone fixed already in mangos long time ago 2) fot fly at new continent you must learn special fly ability from some npc as i remember. Anyway core part of this implemented logmn time also, _before_ merge 3.03. to master
  8. I found source of rank show at loading problem in my version. It related to multiply spell learning from spell loading/skill set in active/non-active state. This need deep rewriting Player::AddSpell in cases attempt adding already known spell in different active-state.
  9. I think time to repeat: this is not support thread. And close
  10. it implemented in mangos but need DB support like creature spawns.
  11. In active session list session with some id can be listed single time. Is same session logined second time it replace old session in list. Code guard this and disconnect old session. Without this checks old session deleted anyway and crash _always_. Before in old code old session not deleted but exist unrefereneced in memory and memory lost or server crash in some cases. In any cases old and new code not expect possibility 2 sessions with same session id in same time at server. But old code just not have full checks avoid this.
  12. deleted old maps before copy, checks used dir, check used ad.exe
  13. If this has been possible early the this has been bug. Code work in way that not allow have 2 characters online from same account or strange bugs can happens.
  14. This already work fine for other spells that required like rank replacing. You can see code in Player::addSpell in part after // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0) { Need only have spell_chain data and proper result from SpellMgr::canStackSpellRanks. This already implemented in my patch version. But as i write exist small bug in case player loading when this fail. I plan find related bug and then will add patch.
  15. As I write before: remove low rank spell casted from spellbook wrong and not acceptable way. Ofc, in this case you see only single rank but this is wrong way. Low rank _must_ be known by player if known higher rank. Other spell that show only last rank in spellbook _also_ have not only last rabk but all lesser ranks also. I temporary stop work at this patch. Need finished another related to spell_chain table use.
  16. ??? In prev. post _your_ patch but with applied my changes for resolve problems that i list in #37 post. I clearly will attempt fix _this_ patch version and apply when found source of problem at player loading. Possible in 2 commits to make destination your changes and my additions.
  17. I think this not question that must be asked about this forum. Mangos team not make DB content. But i can say it useless ask it at DB projects forums also. You will get _normal_ expected answer: "when it will be ready".
  18. This is version with my changes: http://paste2.org/p/124126 + spell chain data: Only single problem not fixed: If player have more 1 rank of spell then at loading it show each rank independently. But at normal learning at skill grow correctly show high available rank in spell book. I not find at this moment why
  19. I think now all ok, possible, and will review but small note: This part not have changes? Is it ok and it can be skipped or lost something... [added]Found problems: 1) In fact you not implement removing skills at skill value drop. 2) you attempt in code remove low ranks. But for normal casted spells low ranks _never_ must unlearned. It must _always_ known if known higher rank. Problem with spell listing in spellbook solved in more correct way just adding proper data to spell_chain. 3) for correct learning/remove expected spells in skill set and player loading must be used _proper current skill value instead 1. I will fix and add required changes by self. But main part work: Code called in proper cases and use proper DBC fields
  20. Yes, but it very limited and exist only for check server work in basic operations.
  21. Yes, from core side view no differences in 3.0.3, 3.0.3 tbc, 3.0.3 wotlk Just need set proper Expansion option in mangosd.conf and in account table for accounts. 0, 1 or 2
  22. duration must work if set in DB for item.
  23. This possible (spellmgr.GetPrevSpellInChain(spell_id)) but why this need??? Clear you _don't_ must manually unlearn another ranks at rank learning.... Just do for example... if (pAbility->req_skill_value > skill_value) removeSpell(pAbility->spellId); else learnSpell(pAbility->spellId);
  24. I think code more clear now But for remove you need check reversed case also || newvalue < .... && SkillValue > ... For remove spell can be used removeSpell(spell_id), it will ignore unknown spells
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