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VladimirMangos

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Everything posted by VladimirMangos

  1. Fixed in [10873]. In fact exactly what suggest Toinan67 but before look at thread content deep. Anyway thank you for report and thank you patch Crash possible only if trainer have template only spells, so i glad see so quick use new feature [added] about how better select trayner type. Currently we use 2 values only 0 and 2 in this place. Without need support additional values unclear how better check it. Current way work for current state: we need use 2 if in full common list listed specific spells.
  2. Must be fixed in [10871]
  3. remove this check make possible by fake packet skip invite without loss. Proper fix more limited. I test it currently.
  4. In [10870] with described fixes. Thank you
  5. Hmm, i only not see why need any JOIN in select. I think "SELECT DISTINCT guid FROM character_social WHERE friend = '%u'" will do what need. sObjectAccessor.FindPlayer req. real guid. Special buld catchers will generate compile error at attempt send uint32 to it. And this good. Must called in way: sObjectAccessor.FindPlayer(ObjectGuid(HIGHGUID_PLAYER, fieldsFriend[0].GetUInt32()))
  6. This not bugs but not implemented features. I think you not understand difference bugs from missing features.
  7. 80-85 range of AV use difficualty = 3 so creatures and GO for AV must include difficalty 3 support into spawnMask. So problem in used DB data
  8. Hmm, this is incorrect change, this is range claculation form received damage to warrior blocked by shield/etc
  9. in [10862]. Thank you
  10. Ok, I will recheck and look code just for sure. And second version look like more correct. As i remember "item_instance owner update at receive (including at receive back ofc). But mail_items part need. [added]Ok, first patch more correct: 1) problem confirmed. 2) item_instance update need because if character set return mail wil be deleted then item will lost in other case.
  11. as i remember owner updated at receive...
  12. In [10854]. Thank you. It will backported soon.
  13. Look code .aura command ( ChatHandler::HandleAuraCommand ) in sources.
  14. Then we not send something right
  15. In [10853] and will backported later. Thank you
  16. Maybe first provide link to this addon?
  17. Then question still valid: Move character to another account very simple...
  18. Creating mangos-0.17 (current master version) branch planned before switch to 4.x when/if it happens. My experience with backporting changes to mangos-0.12 and mangoszero show that lot easy backport by steps (master->0.12->zero) that directly (master->zero for example). So have branch not add more problems. Current backporting problem mostly in lot work not with current changes, but with big queue old chnages that still not backprted from master to 0.12. For example 0.12 and zero mostly sync in code and when some feature backported to 0.12 it very easy in most cases backported to zero. If at some moment we will have sync sources in master and 0.12 then will not hard (except special cases) support all branches sync. Including with additional mangos-0.17 branch as it will created. Yes, 4.x affect hard to spell code because different dbc structure but this is mostly textual diff some code lines. it still expected same spell functionality. Ofc specific spells/effects/auras work affected more. But this is not new. Any client version support switch triggering same problems. Also with proper selected spell data access API possible make differences in dbc structure in many places not visible for generic code directly. Most problem with 4.x support at high level (in additional real problem with random opcodes and proper authorization and encoding/decoding packets at low level) in wide use features that base at parts already existed in 3.x clients but missing in mangos core and ofc lot new features. Maybe development client specific parts different from 3.3.5a sd2 version not active but compatibility patches and repos updates. Same for version specific DB projects. You possible miss related links to projects or sections in master related projects.
  19. Current far telport code _unsummon_ pet before far teleport, pet_guid == 0 must be . Pet remembering as temporary unsummoned. So really something wrong in your code. if (pet) UnsummonPetTemporaryIfAny(); Possible you have custom patch for mutiply pets, that incorrectly handle UnsummonPetTemporaryIfAny I not see reason add IsInWorld random checks just because some custom code wrongly work with core functionality.
  20. Soory, i missread post and do fast wrong actions. You free restore demo URL. I must really carefully read before any activity.
  21. I have small worry that some spells for creatures can be level dependent fro diff difficulty for example.. Not have any fact that this real in fact.
  22. Work good with this addition. Some effects still redirected unexpactadly, look like dot triggred or target self-applied like debufs. But anyway batter thta before. In [10841] with described change. Thank you
  23. Spell::CheckTarget can help [added] i add to patch changes for allow use Spell::CheckTarget and check with its.
  24. Outdated after adding alt. version to mangos.
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