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darkstalker

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Everything posted by darkstalker

  1. i don't think lua can make things "more blizzlike", its just a language, C++ can do the job about "faster", only depends on what you're more used to work with
  2. there are other spell with similar problem like 60192 that triggers 60202 (Freezing Arrow), the triggered fails because of category cooldown, probably could use IsTriggeredSpellWithRedundentData() for cooldown check too
  3. you should make sure it doesnt stack with the priest one
  4. recent commit [9281] attempted to fix this, but doesnt work properly, you get the damage applied 1.5s after the spell lands (starts another cast when it lands)
  5. seems to work
  6. got lot of these too "Group::_getMemberCSlot+26 d:\\repositories\\phoenixemu\\mangos_3.3.0\\src\\game\\group.h line 375" i guess its same crash
  7. i have that too, but not so often
  8. better uncommment the ITEM_MOD_FERAL_ATTACK_POWER (revert the change), otherwise might break another stuff
  9. i think there is enough exceptions for the iconid check, why not remove it?
  10. thats what i have in my implementation (tested for months) uint32 GetActionButtonSpell(uint8 button) const { ActionButtonList::const_iterator ab = m_actionButtons.find(button); return ab != m_actionButtons.end() && ab->second.uState != ACTIONBUTTON_DELETED && ab->second.GetType() == ACTION_BUTTON_SPELL ? ab->second.GetAction() : 0; } void Spell::EffectCastButtons(uint32 i) { if (!unitTarget || m_caster->GetTypeId() != TYPEID_PLAYER) return; Player *p_caster = (Player*)m_caster; uint32 button_id = m_spellInfo->EffectMiscValue[i] + 132; uint32 n_buttons = m_spellInfo->EffectMiscValueB[i]; for (; n_buttons; n_buttons--, button_id++) { uint32 spell_id = p_caster->GetActionButtonSpell(button_id); if (!spell_id) continue; p_caster->CastSpell(unitTarget, spell_id, true); } }
  11. the iconid check sucks, causes lots of problems
  12. why hardcoded values? use spell bonus data from db instead
  13. i think its better to just make 2 separate queries, decoding a join result is too hacky imho maybe just adding a "items" longtext field would be easier, decode it using a std::istringstream later
  14. you need to change both server and client dbcs. For server side you can just change loaded data structures, for clients distribute an addicional MPQ patch, so you cant do it unless every player on your server installs your dbc patch. Mismatching server/client dbc data probably will cause client crashes
  15. doors are gameobjects, and vmaps doesnt containt information about them
  16. git reset --hard <previous_rev_hash>
  17. for proper blink implementation it will need los check against terrain (posted a patch some time ago) and against gameobjects. Besides that GetHeight doesnt return correct value in some places (maybe im using wrong function)
  18. something like this: DROP TABLE IF EXISTS `mail_external`; CREATE TABLE `mail_external` ( `id` int(20) UNSIGNED NOT NULL AUTO_INCREMENT, `receiver` bigint(20) UNSIGNED NOT NULL, `subject` varchar(200) DEFAULT 'Support Message', `message` varchar(500) DEFAULT 'Support Message', `money` int(20) UNSIGNED NOT NULL DEFAULT '0', PRIMARY KEY (`id`) ) ENGINE=MyISAM DEFAULT CHARSET=utf8; DROP TABLE IF EXISTS `mail_external_items`; CREATE TABLE `mail_external_items` ( `id` int(20) UNSIGNED NOT NULL AUTO_INCREMENT, `item` int(20) UNSIGNED NOT NULL DEFAULT '0', `item_count` int(20) UNSIGNED NOT NULL DEFAULT '1', `mail_id` int(20) UNSIGNED NOT NULL, PRIMARY KEY (`id`) ) ENGINE=MyISAM DEFAULT CHARSET=utf8; after you read the "id" from mail_external: SELECT id, item, item_count WHERE mail_id = <id_here> if you do a left-join it will return one row for each item, that means N mails with one item inside
  19. so this need DB support?
  20. because its not implemented at all, not even reading the packets
  21. confirmed (9243), always happens when you're inside an instance, the character displays the last movement animation even while stopped
  22. both parts work, it reduces your threat about 1% on raid bosses (from what i seen in builtin threat display)
  23. its to avoid falling through textures the best way to "fix" blink right now is turning it into "long jump" version (knockback), its easy to implement and works
  24. same problem here checking for OPENSSL... ../configure: line 16128: syntax error near unexpected token `elif' ../configure: line 16128: `elif test $pkg_failed = untried; then'
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