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XTZGZoReX

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Everything posted by XTZGZoReX

  1. Very interesting project. Do you plan to split out the values in more fields? I'm wondering because the data blob has, what, hundreds of values, so couldn't it become a rather huge player-save query?
  2. These were meant to be renamed for ages, so yeah. I see no problem with this.
  3. http://paste2.org/p/276156 Does what the title says. I'm not sure if the update_only parameter is *really* needed, but I think .clear() looks a bit nicer than removing each cooldown in the for() inside RemoveAllSpellCooldowns().
  4. In other words, Vladimir wants something like an --enable-readline for configure.ac.
  5. Updated the diff with the new formula for 3.1.x.
  6. ... Or that no one commented it. Anyway, I got that formula from 3.0.9 Spell.dbc. You can check yourself. Also, I just tested this again -- still seems to work fine. But, in any case, now that master is at 3.1.3, the damage is incorrect. I will have a new diff ready for you in a few hours.
  7. Some spells/auras are generically implemented. For example, when they don't require a scripted effect, but just do something "generic", such as steal mana.
  8. You search by spell ID or name.
  9. Spell* files in src/game.
  10. DB data goes at your local DB provider's forum .
  11. Please bare with me as this is my first attempt at fixing a spell . This should fix the spell for patch 3.0.9 (see Wowhead). diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index 1c3cf83..57432af 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -4219,7 +4219,7 @@ void Aura::HandleAuraPeriodicDummy(bool apply, bool Real) { // Explosive Shot if (apply && !loading && caster) - m_modifier.m_amount += int32(caster->GetTotalAttackPowerValue(RANGED_ATTACK) * 8 / 100); + m_modifier.m_amount += int32(caster->GetTotalAttackPowerValue(RANGED_ATTACK) * 14 / 100); break; } } @@ -6503,15 +6503,7 @@ void Aura::PeriodicDummyTick() { if (!caster) return; - int32 damage = m_modifier.m_amount; - // Full damage to target at 0 tick - if (m_duration > m_modifier.periodictime) - { - caster->CastCustomSpell(m_target, 53352, &damage, NULL, NULL, true, NULL, this); - return; - } - damage/=4; - caster->CastCustomSpell(m_target, 56298, &damage, NULL, NULL, true, NULL, this); + m_target->CastCustomSpell(m_target, 53352, &m_modifier.m_amount, 0, 0, true, 0, this); return; } switch (spell->Id) In 3.0.9, the spell now simply ticks 3 times and deals same damage every time. Also, it does (Ranged Attack Power / 0.20) in 3.0.9. EDIT: Updated with proper spell ID and removed unneeded damage cut. EDIT 2: Tested and confirmed working. EDIT 3: Corrected formula. Should be: RAP * 0.2 + M1 to RAP * 0.2 + M2. Also made m_target cast the spell to try to fix LoS issues. Thanks to Lightguard.
  12. Not necessary. You just calc the SHA1 hash of the plaintext password on the server's end.
  13. We can safely conclude that emus for such servers isn't worth the time. Try to specialize in something specific, like spells/auras, AI, packet handling, etc.
  14. Logging packets is one of the things that are essential to content development. However, disassembly (which is illegal, on that note) is also a way to gain information, like update fields and whatnot.
  15. Then check the source code of the 310 branch.
  16. Needs edits in lots of places... Both realmd and worldd use SHA-1. Furthermore, keep in mind that the client sends passwords in SHA-1.
  17. Either that, or you don't have a database. I can't say for certain, as I don't remember how it works on retail...
  18. http://github.com/XTZGZoReX/multimangos/tree/master
  19. Maybe like 0.001% of it. The REAL problem is people having items, then when you reload, the template for those items may be gone. What now?
  20. I can throw in some help now and then, if I get time.
  21. Ah crap, read that as a "1". As for performance: Disabling vmaps on "active-ish" maps of course yields better performance. Memory/bandwidth aren't really issues with vmaps enabled - CPU is more what you'll be spending, as the calculations are rather heavy.
  22. Map 369 is Emerald Dream...
  23. Map IDs are _NOT_ the same as zone IDs. Check up on AreaTable.dbc and Map.dbc. Map.dbc is what you want to use here.
  24. diff --git a/src/game/LootMgr.cpp b/src/game/LootMgr.cpp index e975fe7..2761169 100644 --- a/src/game/LootMgr.cpp +++ b/src/game/LootMgr.cpp @@ -1330,7 +1330,7 @@ void LoadLootTemplates_Spell() } // output error for any still listed (not referenced from appropriate table) ids - LootTemplates_QuestMail.ReportUnusedIds(ids_set); + LootTemplates_Spell.ReportUnusedIds(ids_set); } void LoadLootTemplates_Reference() Currently spell_loot_template loading code outputs result of quest_mail_loot_template loading, as far as I can see. This should be more correct.
  25. If we want localization, we should at least do it properly and use all locales columns.
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