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VladimirMangos

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Everything posted by VladimirMangos

  1. Spell always use model of creature that pointed by spell EffectMisc field value as creature entry.
  2. Mns, I backport listed by you last commits + some additional related to warninп fixes in [s0646]. Thank you for help research problem with this part backports
  3. I find typo that generate this crash: BattleGroundBracketId bracket_id = BattleGroundBracketId(scheduled[i] & 255); In old code it 256 and in result generate out of range bracket ids I do backport [8474][8813][8815] in [s0645] [added]I do diff testes and look like not crash in described cases. Anyway please report if any stability problems start...
  4. Test with [10984]
  5. why so many casts, specialy first loop unclear... and 2 damage in same time spell cast you sure that 2 dummy spell is main spell for difficalties casting and script spell just select one from. And damage casts is part of this dummy spell code.
  6. display ids stored in creatire_template and can be overwrites by creature_model_info. In any case normal: .npc info command show used display id for target creature.
  7. if has been fixed in [10974] and it can't be 10923 for you because mass mail code added in to [10970]
  8. Fix added in [s0638]. Thank you
  9. You can't recalculate its. This internal rates used by client creatoes for balance spell system. So you only can find data or old reserches where this values stored. Exist "normal" formula for its calculation but if values calculated by formula then it DON't must included to table because mangos itself can calculate it without table. In short: we mostly can't backport values, but can fill table appropriate (or near to approriate ) dat base at old information at some sites. Ofc, except example case when set not coef by forbiden get any bonuses by spell.
  10. nice, i only will add comment for 0 value use in code. With this change in [10981]. Thank you
  11. Hmm, triggered flag gave not very clean semantic traditionally. But it slowly move with code changes to: most week form of triggered link in list with aura triggered, spell triggered cases. So i not think good merge it in enum with unrelated flags. Maybe be i wrong and just need cleanup it meaning in form diff from "week triggering source case"
  12. Yes, this more easy way repeat bug. Cleary client still think that player have more large size that real after dismount by some reason. All normal data restored at dismounting зкщидуь related to not received by client data at mounting, or recieved in wrong time, or missing at dismounting.
  13. as i already notes to Lynx3d auras applied as custom cast and expected already for some from effects custom base points set at normal triggering from own presense and triggering from other presences with improved talent. Possible in last case for related effect basepoints must be explicitly set to 0. In any case this not related in any form to discussed table
  14. confirmed, with goldshire smith. Anyway this is client side check and it _only_ when you attempt enter and fail.... possible missing some data refresh send to client and dismount... Unclear what... [added]it repeatable by chance. In fact most time for tests character auto-dismount and all ok. So block added only when this fail.
  15. if (apply) target->SetAttackTime(BASE_ATTACK,BASE_ATTACK_TIME); else ((Player *)target)->SetRegularAttackTime(); This part and some other don't must be applied for main weapon only for any cases. Other look good. Agree, for consistence i rename to offhand and add comment related shield. if(player->CanBlock() && player->IsUseEquipedWeapon(OFF_ATTACK)) this part unclear for me. CanBlock used also in Player::UpdateBlockPercentage If at disarm character stats window must show chance 0 then IsUseEquipedWeapon must be moved under CanBlock with small other changes. I will not touch this in added version, but intresting any info about this case. With this changes and notes in [10957]. Thank you for prepering and updating patch.
  16. in [10956]. Thank you. In fact most spell casted not by client command must be casted as triggered.
  17. In [10955]. Thank you. But maybe you can next time commit by self if patch tested
  18. hmm, look nice I can suggest idea add store settings and possibility switch more 1 DB. Some ppl have in same realm list master/one (former mangos-0.12 for 2.4.3) and zero (for 1.12.1) client. Some way switch work with diff DB will help in like case.
  19. possible chinese client have different build values. If so then need 1) update relamd for accept related build: Look in src/realmd/RealmList.cpp and add your build into static RealmBuildInfo ExpectedRealmdClientBuilds[] = { 2) you need make mangosd accept your build: Open src/game/SharedDefines.h and update EXPECTED_MANGOSD_CLIENT_BUILD Just for note: ofc, you must use revision more near by supporting client for expecting all work correctly. I not recheck but possible this correct case.
  20. this is more interesting jump as crazy rabbit that plain follow line...
  21. Only duplication avoid, maybe adding some abstract template helper for hide duplicate code, but i not see how this do nice way.
  22. text can be stored in mangos_string and used normal npc whisper
  23. As has been pointed to me: npc text data cached by client and then its will not auto updates at server side reload. So as in game text update this can be not working sollution. Ofc, for developer tests this is not porblem.
  24. Good point to absent reload command. No reason for absent in fact. So i will add it. Also described way must work fine also not sure that single reload so wide need, and i just lazy implement it for all tables that expected from command but as custom command it can work fine. For discussed table need just reassign single value to structure
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