wolfdragon
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Posts posted by wolfdragon
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<div class='quotetop'>QUOTE (w12x @ Jul 7 2008, 01:35 AM) <{POST_SNAPBACK}></div>
Nope, that is already possible with this patch, using world state fields and gossip options.Let's take the example of phase 1 in the added test sql.
We add to game_event_npc_gossip an entry to make npc 24965 use gossip id 12240 during phase 1. If you check in the npc_text table, the text with this id has a variable in it, $3244w. This refers to world state field 3244. We also add a game event condition to phase 1 (the percent done value in game_event_condition) and set the done_world_state_field to 3244 (the max_world_state_field is left to 0, since the done is in percent, and max isn't reported, but it is needed in AQ reports).
When a player talks to a reporter npc, the specified world state updates are sent to him, and the client displays the progress properly.[/b]
Oh awesome, thank you so much. =)
~Seline~
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<div class='quotetop'>QUOTE (w12x @ Jul 6 2008, 02:01 AM) <{POST_SNAPBACK}></div>
Nope, I didn't find anything that would require that. If there is need for it, that can be part of another patch.[/b]If I recall correctly, there are some mobs on the new Isle that can tell players what percentage the current phase is at. I think that'll require SD2 support.
~Seline~
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Dude, you rock! Just one question, does this allow a third-party scripting library (such as ScriptDev2) to have access to GameEvents?
~Seline~
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Revision: 5960
Written by: Seline
Description: If a creature that was temporarily summoned using TEMPSUMMON_TIMED_OR_DEAD_DESPAWN was killed, it would despawn by whichever was the faster timer: the timer that sets the creature's death state to DEAD (which is based on config values as of a few revisions ago when corpse decay was properly implemented), or if the unsummon timer ran out, as it only checks if the creature is not in combat, regardless of whether it's dead or alive. This caused issues where a boss (for example) was temporarily summoned with an unsummon timer of 120000, but the config values for boss corpse decay is set to something much higher. When the boss dies, the corpse would despawn when the 120000 ran out, instead of stopping that timer and waiting for the death state to be set to DEAD and THEN despawning it. I don't know if it's intentional or not, but it was quite annoying in some situations (details on demand). Anyway, it's a simple fix, just add an isAlive() check at the same place as the !isInCombat() check and the timer will only decrement if the creature is out of combat and alive, so the creature would properly despawn on death when its corpse decays.
Index: src/game/TemporarySummon.cpp =================================================================== --- src/game/TemporarySummon.cpp (revision 5960) +++ src/game/TemporarySummon.cpp (working copy) @@ -129,7 +129,7 @@ return; } - if (!isInCombat()) + if (!isInCombat() && isAlive() ) { if (m_timer <= diff) {
Hope you understood and that this helps!
~Seline~
[patch] Don't heal caster again and again when he's reached max health
in ... under reviewOld
Posted
The reason why HoTs and some spells are allowed to still tick is because of items with spells like 64415 and 67356, which do trigger with overheals.
~Seline~