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darkstalker

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Everything posted by darkstalker

  1. not a bug, its intentionally closed to players (db specific stuff)
  2. i think he means cataclysm alpha
  3. use the patch i posted, works
  4. you can put && between the conditions instead of nesting if's
  5. you can use this script: #include "precompiled.h" #define OUT_OF_COMBAT_TIME 5000 struct MANGOS_DLL_DECL npc_training_dummyAI : public Scripted_NoMovementAI { uint32 combat_timer; npc_training_dummyAI(Creature* pCreature) : Scripted_NoMovementAI(pCreature) { Reset(); } void Reset() { combat_timer = 0; } void DamageTaken(Unit* pDoneBy, uint32 &uiDamage) { combat_timer = 0; } void UpdateAI(const uint32 diff) { if (!m_creature->SelectHostileTarget() || !m_creature->getVictim()) return; m_creature->ModifyHealth(m_creature->GetMaxHealth()); combat_timer += diff; if (combat_timer > OUT_OF_COMBAT_TIME) EnterEvadeMode(); } }; CreatureAI* GetAI_npc_training_dummy(Creature* pCreature) { return new npc_training_dummyAI(pCreature); } void AddSC_npc_training_dummy() { Script *newscript = new Script; newscript->Name = "npc_training_dummy"; newscript->GetAI = &GetAI_npc_training_dummy; newscript->RegisterSelf(); } still need to avoid it turning to the player (so you can use backstab-like moves)
  6. it does work, but not displayed on UI
  7. that quest cast spell 35998 (Set Rails Flag) on player, that has SPELL_EFFECT_QUEST_COMPLETE with quest id 10454 maybe completing quest that player doesnt have?
  8. darkstalker

    Death Bug

    the "patch" posted by Micks works (don't be lazy, apply the changes manually)
  9. its a bit mask, read Unit.h for interrupt flags
  10. snakes are wild summon, so they are aggressive to everyone, maybe summon with owner faction?
  11. what is the exact information contained on vmaps? if its the complete geometry then generating additional movemaps is redundant. Random sampling of ground position (probabilistic roadmap) would be enough to calculate approximate paths
  12. you need coding skills to properly apply and mantain patches. Conficts require human intervention
  13. this is another case of triggered spell with redundant data (in this case spell cooldown), maybe a generic solution would be better
  14. no, only thing you can is re-use and unused spell with the visual you need
  15. check the dbc entry of the spell first
  16. we all know that instance spells have multiple difficulty versions, currently we have to manually choose them from scripts, its been ok till now but just found a problem: look at spell 66818, it has triggered 67609 that corresponds to the N10 version, but there is 67609, 67610, 67611 related and currently unused (no spell with effect trigger spell that uses them). So what i tough is that the core should select the correct triggered spell in this case according to SpellDifficultyId field (currently unused) and pick correct entry from SpellDificulty.dbc depending on the current difficulty mode. This could be of great help for scripting, less hardcoding and cleaner code.
  17. is this related to the buggy raid ui?
  18. can we have the source code?
  19. would need to write a parser to interpret and execute that formulas
  20. why impossible? the "equipped" items on mobs are just a values in unit fields, has nothing to do with regular items about looting, don't forget about chests, they still ignore group loot rules...
  21. there are some "invisible" achievements that when getting them you constantly get client errors and break some addons. You can get one of these obtaining the champion title achievement in argent tournament
  22. current use of SpellDamageBonus for calculating tick damage is still wrong, applies damage mods twice
  23. I've used it for months, and works fine. Only problem i found is that sometimes mobs manage to move below ground level and you're out of los in that instant. And there is another problem not specific to this, but for all LoS calculations itself, that the spell target destination is not the same the client displays, that means in client you usually see the spell landing on mob's head, but mangos seems to calculate target destination at feet. Maybe some extra information is needed (dbc?) for the hit position, or i just missing something. An obvious improvement would be to not use this on indoor zones where ground isnt there, but don't know how to do that.
  24. maybe the dot and ap coeff are there as well
  25. can't understand, can you explain a bit more detailed please?
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