Wojta
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Posts posted by Wojta
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modify the SpellEntry in sSpellStore, not in the file
modifying your data structures is legal
Sorry for silly question but...how?
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*V6 - for rev 8879, 27.11.2009
- Reverted V5a and V5b, updated for 3.2.2a, some parts separated into another patch.
Vanish should work fine now, Execute takes up to 30 rage as of 3.2.2a. I will post separated parts soon.
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One more info - If you cast this aura on player as GM, you can see for example Toughness[known][active] but after relog its only Toughness[known], even if in db is this spell set as active...
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Well....on my server, these auras does not work again. When you learn it, its ok, but after relog it does not work
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hmm I have it working, but I really have not time to make patch. And its really ugly hack, but it works and its only for week. http://github.com/Tasssadar/Valhalla-Project/commits/ - pr18 to pr22
EDIT: and with script from http://github.com/Tasssadar/Valhalla-Project-ScriptDev2/commit/8b3edf629a66152e8775efbaa8c474efbf4d9038 and http://github.com/Tasssadar/Valhalla-Project-ScriptDev2/commit/e18cbabb12e0a5cd5c82b7d09fab674ea2162d76 she looks really cool
EDIT2: everything in one commit as I removed it from my GIT: http://github.com/Tasssadar/Valhalla-Project/commit/9a1cd88e22885e0d5d3e57ab3ae8fd85230752d8
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This should fix vanish:
//check caster for combat if(m_caster->isInCombat() && IsNonCombatSpell(m_spellInfo) && !m_caster->isIgnoreUnitState(m_spellInfo) && m_spellInfo->Id != 11327 && m_spellInfo->Id != 11329 && m_spellInfo->Id != 26888) // Vanish hack return SPELL_FAILED_AFFECTING_COMBAT;
Just note, talent Warbringer applies 3 auras. I think that 262 only enables charge in combat. Making charge usable in any stance should most likely be handled by aura 275 (ignore_shapeshift)...Yes, on server side. But client needs special aura slot and flags to allow it in different stances
making charge remove movement impairing effect may be aura Override Class Script (so instead for aura 57499, you should be looking for SPELL_AURA_OVERRIDE_CLASS_SCRIPTS with misc value 6953 .... and maybe move it to separate patch )And triggering juggernaut spell (crit bonus) is IMO not related to aura 262 as well
Ok, I will separate these.
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EDIT: better remove it, because its totally non-sense
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Maybe some really nice hack?
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And wheres the error? On my server, vanish cancle combat and rogue fades into stealth...should it do something more?
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Ok, i will look at it... please tell me what do you see when you use vanish("Cant be used in combat", "out of range" etc)...
EDIT:
//check caster for combat if(m_caster->isInCombat() && IsNonCombatSpell(m_spellInfo) && !m_caster->isIgnoreUnitState(m_spellInfo)) return SPELL_FAILED_AFFECTING_COMBAT;
Looks like vanish is considered like non combat spell...
Maybe this part isnt needed at all, but I have to test...
Simple hot-fix is ...
//check caster for combat if(m_caster->isInCombat() && IsNonCombatSpell(m_spellInfo) && m_spellInfo->Id != 18461 && !m_caster->isIgnoreUnitState(m_spellInfo)) return SPELL_FAILED_AFFECTING_COMBAT;
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hmmm I dont know what this means...on my server, after my patch and patch for target type 104 it works fine... Can my patch affect this spell?
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And is there any program, which allows you to "see" maps? I mean like in blender or any other 3d graphic program..
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I noticed since some time that mangos doesn't check terrain height in LoS calculation so you can cast spells out of los in some situations, like shooting to the WSG graveyard from the ground below. Maybe it just assumes flat terrain, but there are some places with "mountains" (like durotar) that should block LoS, but currently you can cast through them. Did i miss some config option or its just not implemented?
Well, I tried this with trial on offi. You can cast threw terain, you dont even have to see your target, at least at Durotar...
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err thats not legal...
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The three spells have:
edit: the effect doesnt trigger because EffectImplicitTargetA[0] == 0, duno if its dbc or mangos fault.
Does anybody know how to fix(=hack: ( ) it?
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Current Status: Patch is working as it should, but I cant remove these hacks, so I think i cant be reviewed
Maybe somebody else knows...
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You can use V5, in V5a and V5b I am just tried to remove ugly hack from player.cpp, on V5 it works fine
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Still nobody cares?
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I think nobody noticed this - on retail, you cant have more then 50 mails in client, then you have to delete any of them to receive next....
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Thats strange, I changed only part for Aura at relog/map change...
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Hello,
MaNGOS Rev. 8807
Patch Version: 5b
"Warbringer" & "Juggernaut" doesnt work anymore :confused:
well, it wasnt soo good you can try reset talents and then learn Juggernaut/Warbringer - they should work, at least until relog. Sorry, I cant fix it now, I can only guess because I cant test it
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V5b!
- Removed hack for Juggernaut/Warbringer!
Now it should work fine, and without hack - I watched to that all the time, but now i finally read the comment! Please, test, I cant do it by myself, because on my computer mangos always crashes(too old?), usually I am testing on my friends computer, but he isnt here now
PS: You can try this to remove "wrong" line endings
dos2unix -b patchname.diff
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Hello, after some testing found two minor bugs
MaNGOS Rev. 8801
Patch Version: 5a
- Talents "Juggernaut" & "Warbringer" works, but if you try any maps changing(portals, ".tele" command ecc) seems this two talents doesnt work anymore; infact you cant use Charge in combat and with "Warbringer" you cant use for example Charge or Intervene in berserker stance.
With a relog, all works fine again.
- As i remember "Sudden Death" and "Taste for Blood" can stack, or not?.
Thx for your patch Wojta(and all contributors)
Thanks for testing
1) Oh no....client flushes auras when it loads new map? why? Look like another hack needed.... any ideas?
2) They cant stack, they overwrites. I think it is not wrong, because I didnt edit this
the same errors=(p.s. yep, i'm using linux
Wrong line endings. I´m coding in VS C++, anybody knows some software which removes this?
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please update for the new rev=)
for me it works on rev 8800 without conflicts...if you are using linux, there are maybe some wrong line endings...sorry, I dont know what to do with that, but i will try...
EDIT: Try this: http://pastebin.ca/1665458
[fix] demonic circle
in ... under reviewOld
Posted
warlock on my server found bug - when lock dies with summoned teleport, it does not disappear and after ress he can teleport to it even if he is out of range. For example, Lock places circle near his flag in WSG, dies, then captures enemy flag and use teleport. Instant WSG