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XTElite1

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Posts posted by XTElite1

  1. This has to be one of the most interesting pieces of code I've seen in awhile. If I had the C++ experience, I'd help, but my knowledge is limited. I hope someone picks this up, because this is the ideal solution compared to all the other anti cheats out there.

  2. Hm we have contradicting descriptions here somehow...

    vs.

    So can other players open the loot window or not?

    In my experience, the body only sparkles for the assigned looter. I think the case he is talking about is when there is an item OVER the threshold in addition to regular items. Then if I'm not mistaken (it's been awhile since I've been in a group when an item over the threshold dropped on retail), the body sparkles for the whole party, and everyone can see the item.

    Edit: I found something interesting on looting on retail compared with here. On official, when a mob is put into the world it already has its loot table, so mobs with no loot do not sparkle.

  3. One more thing I noticed, is Master Looter only is for items above the threshold. Items below the threshold are distributed by round robin in Master Looter. It's currently set to in Master Looter, items are Free for All when under the threshold, which is not correct.

    Another thing I noticed, is Pass On Loot is not working. When this option is selected, that person doesn't receive any loot in the Round Robin fashion. Their turn is skipped.

    Also, when you switch from Free for All to one of the others, it's a bug that no one can loot the corpses of enemies killed while in Free for All mode.

    EDIT - When a creature has no loot, it should not be assigned to someone, nor should it sparkle like it does.

    A problem with loot over the threshold, is if your group is not near you and you kill an enemy that drops an item over the threshold, the loot should simply be yours without a rolling box appearing.

  4. First off, very good job on trying to get the loot system right. The principles seem very sound. There is still one slight problem with the looting system. You shouldn't even be able to attempt to loot the corpse if it's not assigned to you, unless it has a quest item for you. Regardless, I must say I'm pleased with the work. :D

  5. There has to be done some more things. E.g. when hunter resets talents and is currently using an exotic pet (or is in stable slot). Don't know what happens on offi servers in this case...

    When you reset your talents with the pet active, the pet cannot be summoned, and all you can do is stable it.

    You cannot take the pet out of the stables on offi without the talent.

    It's kind of annoying on offi, because if you stable an exotic pet, and then change spec, you have to respec back to BM just to get rid of the pet.

  6. Everyone wants them, but no one is willing to do the work to make them. Personally, I don't have anywhere near the skill level needed to pull this off. Instead of continually asking if anyone has picked it up, is there anything we can do to help someone who might be interested in picking this up? We've got to be willing to do something if we want this to happen. :)

  7. What bug does the patch fix? Typo in member_with_max_level function in group.cpp/group.h. Is memeber_with_max_level currently.

    For which SubVersion revision was the patch created? 6514

    Is there a thread in the bug report section? No.

    Who has been writing this patch? XTElite1

    Other information This is my first patch submit, and my programming skills suck, so it might not be right, but thanks for all the learning experience so far. :)

    Index: src/game/Group.cpp
    ===================================================================
    --- src/game/Group.cpp        (revision 6514)
    +++ src/game/Group.cpp        (working copy)
    @@ -757,7 +757,7 @@
            BroadcastPacket(&data);
    }
    
    -void Group::GetDataForXPAtKill(Unit const* victim, uint32& count,uint32& sum_level, Player* & memeber_with_max_level)
    +void Group::GetDataForXPAtKill(Unit const* victim, uint32& count,uint32& sum_level, Player* & member_with_max_level)
    {
            for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
            {
    @@ -770,8 +770,8 @@
    
                    ++count;
                    sum_level += member->getLevel();
    -                if(!memeber_with_max_level || memeber_with_max_level->getLevel() < member->getLevel())
    -                        memeber_with_max_level = member;
    +                if(!member_with_max_level || member_with_max_level->getLevel() < member->getLevel())
    +                        member_with_max_level = member;
            }
    }
    
    Index: src/game/Group.h
    ===================================================================
    --- src/game/Group.h        (revision 6514)
    +++ src/game/Group.h        (working copy)
    @@ -211,7 +211,7 @@
                    MemberSlotList const& GetMemberSlots() const { return m_memberSlots; }
                    GroupReference* GetFirstMember() { return m_memberMgr.getFirst(); }
                    uint32 GetMembersCount() const { return m_memberSlots.size(); }
    -                void GetDataForXPAtKill(Unit const* victim, uint32& count,uint32& sum_level, Player* & memeber_with_max_level);
    +                void GetDataForXPAtKill(Unit const* victim, uint32& count,uint32& sum_level, Player* & member_with_max_level);
                    uint8    GetMemberGroup(uint64 guid) const
                    {
                            member_citerator mslot = _getMemberCSlot(guid);

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