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VladimirMangos

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Everything posted by VladimirMangos

  1. It will die if we will continue create duplicate forums and sections for zero instead used one _already_ existed. Zero forum exist. Not need run around and creating unneed clones. One case ofc different because currently it not have specialized section or forum
  2. You also can disable expansion requirement for account: account set addon user 1
  3. .debug setvalue 1000 hex 2ff will set value 0x2ff (=767) to field 1000 of target player/creature .debug setvalue 1000 int 100 will set value 100f to field 1000 of target player/creature .debug setvalue 1000 bit 100 will set value 4 (0100 in bits form) to field 1000 of target player/creature .debug setvalue 1000 bit 2.0 will set value 2.0f to field 1000 of target player/creature
  4. Just for note: for mangos master (so 3.x and possible later clients) you can use option ClientCacheVersion on mangosd.conf for force reset WDB cache for all clients that will login after this option value update. So control this from server side.
  5. this is just not safe learn all spells. Unsafe learn spell not character class for example. Look for more liimited .learn all* versions.
  6. `characters` table store `account` ids only so you can if create new account with same id restore access to account characters, but any info about account id linked with account name stored in realmd DB so can be recreated only manually.
  7. Dynobject have listed already affected targets, possible it not updated correctly at aura lost by distance reason
  8. this possible and in debug. Set in mangosd.conf: LogLevel
  9. Ok, i finally understand source of problem base at Vladskywolf's data and patch version. Thank you. m_regenTimer expected to be used in any Unit subclasses so i not like suggested way fix and made it in alternative but in same result: avoid call Creature regen code for pets. So i write alt. version of patch added in [11354]. I not touch regent timer tick values because this independent problem, but agree that current values not fit descriptions at diff information resources.
  10. No, this meanign that generic idea check real-stun-cases by mechanic is wrong.
  11. Must be fixed in [11351]. Maybe now i do it in right way ^^
  12. if exclude (*itr)->HasMechanic(MECHANIC_FEAR) really need just show that original commit has been wrong. Maybe better revert it.
  13. Problem, can be solved lot easy in fact. All data already loaded and stored in ArenaTeam structure Implemented in [11349]. Hmm, my change look like wrong. I will fix in next commit. With current version for arena team different from exactly arena type size it will wrongly calculated..., mostly need revert and implement mixed way, loop by group guids but look data in team. Aslo let check: in group must be only team members. If patch will prepared i can commot it. I need finish arenaTeam enum use patch.
  14. I think in [s1129] implemented expected way work as i understand your comment and referenced page. Thank you
  15. I think i see better way implement this using existed code with small changes. Main problem with your patch: must used spell aura bonuses apply time spell power, not current time caster spell power. Also not safe as you right note already expected caster presense for final heal.
  16. I see it have #define SPELL_ATTR_EX5_USABLE_WHILE_STUNNED 0x00000008 // 3 usable while stunned #define SPELL_ATTR_EX5_USABLE_WHILE_FEARED 0x00020000 // 17 usable while feared #define SPELL_ATTR_EX5_USABLE_WHILE_CONFUSED 0x00040000 // 18 usable while confused in same time I not sure in reasons apply original patch, but look like spells that have all 3 set interpret stun in wide way as done old code.
  17. Code written in way that not allow for totem redirect auto-attacks (totem related auras case just skipped in like case) So posisble you meaning some special attacks redirects? can you name some like attacks then?
  18. Must be fixed in [s1127]. At least wrong packet structure fixed.
  19. It has been listed under old name mangos-0.12, I update names, thanks for pointing
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