darkstalker
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Everything posted by darkstalker
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51466/51470 are the passive talent auras, damage mod only depends from how much talent points you invested in Elemental Oath, maybe you misunderstood with the Elemental Oath proc (53410/43414) only thing needed to change is if ( GetId() == 16246 ) so doesnt add value twice when removing aura: // Elemental Oath - Damage increase on Clearcasting if (apply && GetId() == 16246) { Unit::AuraList const& auras = m_target->GetAurasByType(SPELL_AURA_PROC_TRIGGER_SPELL); for (Unit::AuraList::const_iterator i = auras.begin(); i != auras.end(); ++i) if ((*i)->GetId() == 51466 || //Elemental Oath rank 1 (*i)->GetId() == 51470) //Elemental Oath rank 2 { m_modifier.m_amount += (*i)->GetSpellProto()->CalculateSimpleValue(1); break; } }
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that declaration uint32 triggered_spell_id; gives the variable a random value in memory, use instead uint32 triggered_spell_id = 0;
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mangos devs care about the quality of the code, end users only want features
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try using SpellFamilyFlags & 0x08000000 instead of SpellIconId, and use "default: return" in the switch, otherwise you could cast a random spell (uninitialized variable triggered_spell_id). The return inside the "if" is reduntant. edit: change this to add threat to player instead of totem totem->CastSpell(totem, triggered_spell_id, true, NULL, NULL, m_caster->GetGUID());
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i dont think deleting stuff is a good idea
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having all that patches at once will only make your core more unstable and buggy than clean mangos (most of them are dev versions not ready for production use)
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windfure does have a cd (3 secs), its working properly
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ofc thats only advertising
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i think it should be QueryResult *result = CharactersDatabase.PQuery("SELECT count(*) FROM characters WHERE account = %u AND level = 80", pPlayer->GetSession()->GetAccountId()); if (result) { Field *Fields = result->Fetch(); uint32 count = Fields[0].GetUInt32(); //Get if have a level 80 from database if (count >= 1) // test if have a level 80 in the account of player, HERE YES {
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use types defined in stdint.h
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[Help] Search of gestion of mount for ulduar instance ...
darkstalker replied to a topic in OldCore modifications
you can use mounts in conservatory of life -
add main hand/offhand proc checking too?
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is it possible to change it? i've noticed this problem too
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use spell_target_position
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try using the mangos source to make sql dumps
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|CRASH|HELP| WorldSession::HandleSetActiveMoverOpcode
darkstalker replied to Auntie Mangos's topic in OldBug reports
probably is dereferencing a deleted object or something like that -
[bug]Chain Lightning (target chain damage)
darkstalker replied to darkstalker's topic in OldBug reports
penance is a different problem -
|CRASH|HELP| WorldSession::HandleSetActiveMoverOpcode
darkstalker replied to Auntie Mangos's topic in OldBug reports
try movementInfo.guid = mover ? mover->GetGUID() : 0; -
[PATCH] External Mail from SQL
darkstalker replied to Auntie Mangos's topic in OldCore modifications
yea, with midifications if fixes the crashes -
[PATCH] External Mail from SQL
darkstalker replied to Auntie Mangos's topic in OldCore modifications
my suggested modifications: 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', `item` int(20) unsigned NOT NULL default '0', `item_count` int(20) unsigned NOT NULL default '1', PRIMARY KEY (`id`) ) ENGINE=MyISAM DEFAULT CHARSET=utf8; void WorldSession::SendExternalMails() { sLog.outString("EXTERNAL MAIL> Send Mails from Queue..."); QueryResult *result = CharacterDatabase.Query("SELECT id,receiver,subject,message,money,item,item_count FROM mail_external"); if(!result) { sLog.outString("EXTERNAL MAIL> No Mails in Queue."); delete result; return; } do { Field *fields = result->Fetch(); uint32 id = fields[0].GetUInt32(); uint64 receiver_guid = fields[1].GetUInt64(); std::string subject = fields[2].GetString(); std::string message = fields[3].GetString(); uint32 money = fields[4].GetUInt32(); uint32 ItemID = fields[5].GetUInt32(); uint32 ItemCount = fields[6].GetUInt32(); if (Player *receiver = sObjectMgr.GetPlayer(receiver_guid)) { sLog.outString("EXTERNAL MAIL> Sending mail to %u, Item: %u", receiver_guid, ItemID); uint32 itemTextId = !message.empty() ? sObjectMgr.CreateItemText(message) : 0; if (ItemID && ItemCount < 1) { sLog.outString("EXTERNAL MAIL> Warning: invalid ItemCount of %u, setting to 1", ItemCount); ItemCount = 1; } Item* ToMailItem = ItemID ? Item::CreateItem(ItemID, ItemCount, receiver) : NULL; if (ToMailItem) { ToMailItem->SaveToDB(); MailDraft(subject, itemTextId) .AddItem(ToMailItem) .AddMoney(money) .SendMailTo(MailReceiver(receiver), MailSender(MAIL_NORMAL, 0, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_RETURNED); } else { MailDraft(subject, itemTextId) .AddMoney(money) .SendMailTo(MailReceiver(receiver), MailSender(MAIL_NORMAL, 0, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_RETURNED); } CharacterDatabase.PExecute("DELETE FROM mail_external WHERE id=%u", id); } else sLog.outString("EXTERNAL MAIL> Player %u not in game, skip mail!", receiver_guid); } while(result->NextRow()); delete result; sLog.outString("EXTERNAL MAIL> All Mails Sent."); } -
[PATCH] External Mail from SQL
darkstalker replied to Auntie Mangos's topic in OldCore modifications
crashes if item_count == 0 or item doesnt exist, so additional checks needed -
database problem
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Spell resistance mechanics updated for WotLK
darkstalker replied to Auntie Mangos's topic in ... under reviewOld
nice patch, but i think it has some problems, first i think this is incorrect: if (level == BOSS_LEVEL) { resistanceConstant = BOSS_RESISTANCE_CONSTANT; } should use pVictim->isWorldBoss() instead and this: float victimResistance = baseVictimResistance + ignoredResistance; shouldn't it substract instead? or maybe i understood wrong and: uint32 level = getLevel(); it should be pVictim->getLevel() i guess -
implement this? &Spell::EffectUnused, // 87 SPELL_EFFECT_WMO_DAMAGE &Spell::EffectUnused, // 88 SPELL_EFFECT_WMO_REPAIR &Spell::EffectUnused, // 89 SPELL_EFFECT_WMO_CHANGE
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i think you should add triggered spell in Spell::cast
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