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darkstalker

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Everything posted by darkstalker

  1. the values look strange, but works perfectly. the packet structure isnt correctly interpreted here, maybe update the enum?
  2. sear for a conflict marker: usually looks like <<<< original_file (original code) ==== (patch code) >>>> patch_file it can be inside the code, or in the form of a .rej file with the patch piece that couldnt be applied
  3. chest gameobjects have a flag in DB that indicates if they use group loot or not. i had to remap lots of loot tables to creatures instead of chest because of this, and the loot code is pretty confusing
  4. learn_allmyclass just learns you all spells with SPELLFAMLY_<yourclass>, so you get lots of random garbage
  5. i dont think thats related to this, probably problem with your sources
  6. been using this for months and its perfect.
  7. dbc entry has procChance = 50 but core seems to ignore it. Probably would be better to start using dbc a bit more in this cases
  8. ye, noticed that too, but there are other spells (like hex) that should absorb some damage after the spell gets removed. int Unit::DealDamage if(!damage) { // Rage from physical damage received . if(cleanDamage && cleanDamage->damage && (damageSchoolMask & SPELL_SCHOOL_MASK_NORMAL) && pVictim->GetTypeId() == TYPEID_PLAYER && (pVictim->getPowerType() == POWER_RAGE)) ((Player*)pVictim)->RewardRage(cleanDamage->damage, 0, false); return 0; } if (!spellProto || !IsSpellHaveAura(spellProto,SPELL_AURA_MOD_FEAR)) pVictim->RemoveSpellbyDamageTaken(SPELL_AURA_MOD_FEAR, damage); // root type spells do not dispel the root effect if (!spellProto || !(spellProto->Mechanic == MECHANIC_ROOT || IsSpellHaveAura(spellProto,SPELL_AURA_MOD_ROOT))) pVictim->RemoveSpellbyDamageTaken(SPELL_AURA_MOD_ROOT, damage); proably that "return 0" should be moved
  9. ".learn all" command should be removed, its really destructive, same as ".learn all_myclass"
  10. what you trying to do?
  11. free X ray vision ;>
  12. lots of stuff stack, like different totems ranks and magic resistance buffs (should take only highest rank)
  13. there is a OverrideSpellData.dbc already, duno if its porpuse is what you mean. but an easy way to "fix" dbc data is to add a function call right after dbc files load with the following: void RunSpellFixesDBC() { SpellEntry *sp; sp = const_cast<SpellEntry*>(sSpellStore.LookupEntry(47702)); //spell entry you want to modify sp->EffectImplicitTarget[0] = TARGET_SCRIPT; //the modification you want to do // and so on.. }
  14. do not use global variables, store as member variable instead and access through instance data oh, and instance scripts dont have Update() callback, if you need to call a function from "outside" use: // assuming you defined m_pInstance as most scripts do if (instance_halls_of_reflection *inst = dynamic_cast<instance_halls_of_reflection*>(m_pInstance)) inst->YourCustomFunctionCall();
  15. you could tell what you want to do in the first place
  16. probably blizz edited their server side gtCombatRatings.dbc
  17. be glad that you just got 1 reject, open the file and fix it manually
  18. this causes some strange "death bug" mode after leaving arena (if you released inside)
  19. very old visual bug, confirmed
  20. you shouldnt change any code, combat rating values come from DBC.
  21. that commands require a character selected ingame, probably would be need to add an additional parameter to that commands, or add an alternative way of setting player selection
  22. cast a possess spell on the npc
  23. needs to be implemented in scripts (read instance data)
  24. not correct to set 0 there, better use: UPDATE quest_template SET Method=2, ZoneOrSort=36 WHERE entry = 8249;
  25. nothing to do with this
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