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VladimirMangos

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Everything posted by VladimirMangos

  1. in same way as before, just need modify 2 authorization strings... this is _simple_
  2. I worry about mixing eventAI and scriting library functionality. In past and continue we attempt move functions from scripting calls to AI call in scripting API Suggection chnages adding reversed way (from specialized AI to generic scripting calls at scriopt level (in different from AI level). This can create very unclear code. For me more natural way just write scriot in C++ if EventAI functionality not let do it. This will be inproper use EventAI for wrong cases when creating script in Event AI form required redundent states and events data. Event AI DB engine is similar in any case to any scripting language engine (with precomiling) and we buy easy way write simple scripts for more slow exacute. But simple scripts this is small different in speed we use mosltly same commands just in another form. For not simple cases attempt put extanded functionality to EventAi will in result real slow work related EventAI in different similar C++ script. Maybe walk in another way? Instead creating diff C++ hooks just look what new events/commands possible add to EventAi is some near to simple scripts just limited by this absent features.
  3. Note: as written in first post, this fix only rage return, and not fix remove req. for health level for target
  4. this can be not related to tbb. Same error show when expected for used VC .Net version not installed. This possible some unneeded dependence in mangos VC projects or sollution...
  5. With suggested and additional changes in [8901]. Thank you
  6. Because each HasAura is access 1-3 times access to std::map with all auras (and you have 3 like cases = 3-9 lookups Loop by auratypelist is 1 loop by aura list with possible 1-2.. elements
  7. Always better use GetSpellProto()->CalculateSimpleValue(1) instead explicit access to EffectBasePoints +1 is not something _always_case, this another field value that sometime 0 for example...
  8. I agree with darkstalker. Using C low level functions with hardcoded sizes make hard find bugs and easy add new bugs.
  9. In [8894] checks added. But it's all in apply part and apply called in cases when for normal player caster (base at early code checks) near to impossible not find caster. But agree that in some special cases this can maybe happens and then better avoid crash in like cases.
  10. In [8894] checks added. But it's all in apply part and apply called in cases when for normal player caster (base at early code checks) near to impossible not find caster. But agree that in some special cases this can maybe happens and then better avoid crash in like cases.
  11. In [8893]. Thank you
  12. In [8892]. Thank you.
  13. Must be fixed for auras applied at skill loading in [8887]
  14. I think old mode just not need, so i drop config options but add proper localization support (same as console use) In [8886] with this changes. Thank you
  15. Maybe more correct in [8885]
  16. I make 2 small changes 1) no reason re-lookup entry for regular difficulty with maxplayers==0 2) base at fact that we not make destination dungeon/raid in related code better use REGULAR_DIFFICULTY as common name for basic map difficulty for any maps types In [8884]. Thank you
  17. In [8878]. Thank you
  18. In [8875]. Thank you
  19. Must be fixed in [8873]
  20. In [8873]. Thanks to both authors
  21. No, this has been my error: wrong spell with same name has been learned.
  22. Maybe this and fix something but for we i see another bug: it can be used always. With and without suggested changes.
  23. done [10 characters]
  24. In [8865]. Thank you
  25. Fixed in [8863]. Wrong spell used in original commit and i not recheck in game "so easy case".
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