yad02
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Everything posted by yad02
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[Request] Implement locale : db_translation_version
yad02 replied to Auntie Mangos's topic in OldGeneral discussion
Another question : These fields `loc1``loc2``loc3``loc4``loc5``loc6``loc7``loc8` must get a new table (db_translation_version) or they can be added to already existed table : db_version ? -
[Request] Implement locale : db_translation_version
yad02 replied to Auntie Mangos's topic in OldGeneral discussion
I'm agree, however does the multilinguage servers exist ? If I can create a server with a multilanguage support, is it normal to store all version in db and to show all language revision number at loading. Else just a new column in db_version table is needed -
[Request] Implement locale : db_translation_version
yad02 replied to Auntie Mangos's topic in OldGeneral discussion
In fact something like (in SQL with french translation) For file (release) : UDBFR_0.0.6_MaNGOS_7685.sql UPDATE db_translation_version SET loc2 = 'UDBFR 0.0.6 Rev 28'; For file (update) : 029_mangos_7714.sql UPDATE db_translation_version SET loc2 = 'UDBFR 0.0.6 Rev 29'; etc... At mangos loading : something like 'Loc2 Translation is : UDBFR 0.0.6 Rev 29' (if loc2 isn't empty) It can be interesting to have all locX. However does all translation project use a version number ? Reference to UDB is just for example Note : french use loc2 -
[Request] Implement locale : db_translation_version
yad02 replied to Auntie Mangos's topic in OldGeneral discussion
Oh sorry : translation -
[Request] Implement locale : db_translation_version
yad02 replied to Auntie Mangos's topic in OldGeneral discussion
Is it possible to add a new table in world (and probably later scriptdev2) database ? A new table "db_translation_version" `loc1` `loc2` `loc3` `loc4` `loc5` `loc6` `loc7` `loc8` And if is it possible to implement it at mangosd loading... It is just an idea -
http://github.com/charlie2025/mangos/tree/outdoor is it normal that all git repository is empty ?
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You can use it as quick fix... // remove custom flag before sending if( index == UNIT_NPC_FLAGS ) { if (GetTypeId() == TYPEID_UNIT && !target->canSeeSpellClickOn((Creature*)this)) *data << uint32(m_uint32Values[ index ] & ~(UNIT_NPC_FLAG_GUARD + UNIT_NPC_FLAG_OUTDOORPVP + UNIT_NPC_FLAG_SPELLCLICK)); else *data << uint32(m_uint32Values[ index ] & ~(UNIT_NPC_FLAG_GUARD + UNIT_NPC_FLAG_OUTDOORPVP)); }
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I use : 16777216 and it works... maybe it is not the blizzlike flag
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Thank you !
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that you want to do is a custom feature or live real feature ?
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pickpocketing way ?
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No, thank you to you
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Is it the good way ? With this, I can compile... OutdoorPvPObjectiveAI.cpp @ -23,43 +23,48 @@ #include "OutdoorPvPMgr.h" #include "World.h" #define MAX_OUTDOOR_PVP_DISTANCE 200 // the max value in capture point type go data0 is 100 currently, so use twice that much to handle leaving as well -OutdoorPvPObjectiveAI::OutdoorPvPObjectiveAI(Creature &c) : i_creature(c) +OutdoorPvPObjectiveAI::OutdoorPvPObjectiveAI(Creature *c) : CreatureAI(c) { - sLog.outDebug("OutdoorPvP objective AI assigned to creature guid %u", c.GetGUIDLow()); + sLog.outDebug("OutdoorPvP objective AI assigned to creature guid %u", c->GetGUIDLow()); } void OutdoorPvPObjectiveAI::MoveInLineOfSight(Unit *u) { // IsVisible only passes for players in range, so no need to check again // leaving/entering distance will be checked based on go range data - sOutdoorPvPMgr.HandleCaptureCreaturePlayerMoveInLos(((Player*)u),&i_creature); + sOutdoorPvPMgr.HandleCaptureCreaturePlayerMoveInLos(((Player*)u),m_creature); } int OutdoorPvPObjectiveAI::Permissible(const Creature * c) { // this AI can only be assigned if the AIName is OutdoorPvPObjectiveAI. It shouldn't be returned by permissible check. return PERMIT_BASE_NO; } bool OutdoorPvPObjectiveAI::IsVisible(Unit *pl) const { - return (pl->GetTypeId() == TYPEID_PLAYER) && (i_creature.GetDistance(pl) < MAX_OUTDOOR_PVP_DISTANCE * MAX_OUTDOOR_PVP_DISTANCE); + return (pl->GetTypeId() == TYPEID_PLAYER) && (m_creature->GetDistance(pl) < MAX_OUTDOOR_PVP_DISTANCE * MAX_OUTDOOR_PVP_DISTANCE); } void OutdoorPvPObjectiveAI::AttackStart(Unit *) { EnterEvadeMode(); } void OutdoorPvPObjectiveAI::EnterEvadeMode() { - i_creature.DeleteThreatList(); - i_creature.CombatStop(); + m_creature->DeleteThreatList(); + m_creature->CombatStop(); } void OutdoorPvPObjectiveAI::UpdateAI(const uint32 diff) { } +Creature& OutdoorPvPObjectiveAI::getCreature() +{ + return static_cast<Creature&>(*m_creature); +} OutdoorPvPObjectiveAI.h @@ -25,19 +25,19 @@ class Creature; class MANGOS_DLL_DECL OutdoorPvPObjectiveAI : public CreatureAI { public: - OutdoorPvPObjectiveAI(Creature &c); + explicit OutdoorPvPObjectiveAI(Creature *c); void MoveInLineOfSight(Unit *); bool IsVisible(Unit *) const; void AttackStart(Unit *); void EnterEvadeMode(); void UpdateAI(const uint32 diff); static int Permissible(const Creature *); - private: - Creature &i_creature; + protected: + Creature& getCreature(); }; #endif
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ok, thank you for all information
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I would know, this feature can be implemented in game ? only on some area to test it ? actually, is just a new map format with viewer.exe as client or mangos can work (partially) with it ?
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Viewer tool to see structure of maps is very interessting. In fact all maps aren't extracted and these new maps aren't implemented in mangos ? (correct me if I'm wrong)
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Sorry to reup this topic But I would know if this project is always updating ? And if is it always possible to bring some help ?
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[7428] New .map file format and some fixes
yad02 replied to Auntie Mangos's topic in ... acceptedOld
My log file : http://depositfiles.com/files/p0ntlyvo9 is it normal ? -
About sd2 and acid I don't know,... you need to see on their forums UDB support wotlk begins with changeset 366, latest TBC DB is in rev 365
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MaNGOS and UDB have both "TBC stable branch and WOTLK dev branch" With it : http://github.com/mangos/mangos/commits/mangos-0.12 You can get the latest mangos tbc server with hot fixs from wotlk branch For UDB : https://unifieddb.svn.sourceforge.net/svnroot/unifieddb/trunk/ It's the release : UDB 0.10.5 (0.11.0 is wotlk)
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you can see it with a client mpq viewer, try "my warcraft studio" on google... I don't know how SD2 do to play these sounds, search on their forum
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Just a SQL issue no ? Table playercreateinfo_spell contains all spells for characters when player creates a new one. You can use a SQL request to delete from table characters_spell defaults spells To do it, you can copy table playercreateinfo_spell from mangos db to characters db and use this into characters db DELETE FROM character_spell WHERE spell IN (SELECT DISTINCT Spell FROM playercreateinfo_spell); /!\\CAUTION/!\\ - first time in my life that I use this english word on a forum ! This code delete all defaults spells, including langage, skill...
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SD2 can do it for you, I think a ACID support can do it too
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I think this bugs doesn't need a core fix however map extractors need it... if ad.exe is updated it can be interesting to re-extract map and test the new map...
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"remove low rank spell casted from spellbook wrong and not acceptable way" ok so the problem is this one : "how to remove a spell in spell book without unlearn it ?"
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