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yad02

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  1. 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 ?
  2. 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
  3. 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
  4. 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
  5. http://github.com/charlie2025/mangos/tree/outdoor is it normal that all git repository is empty ?
  6. 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)); }
  7. I use : 16777216 and it works... maybe it is not the blizzlike flag
  8. that you want to do is a custom feature or live real feature ?
  9. 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
  10. ok, thank you for all information
  11. 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 ?
  12. 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)
  13. 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 ?
  14. My log file : http://depositfiles.com/files/p0ntlyvo9 is it normal ?
  15. 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
  16. 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)
  17. 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
  18. 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...
  19. SD2 can do it for you, I think a ACID support can do it too
  20. 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...
  21. "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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