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Xfurry

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Posts posted by Xfurry

  1. Also, as a personal opinion: I didn't like the fact that the recent project admins tried to hijack SD2, by creating the scripts repositories just to pull the commits from master SD2. Same applies for DB projects.

    I cannot speak for the scripts, as I was not involved into that. I assume this could have been handled better, politically.

    My personal opinion: If something is free and open-source, anyone can do with it as they please. People fork projects all the time. As long as the commit authors are preserved I do not think anyone has reason to complain. Anyone can check the commits in the repo and see that the actual work was done by the SD2 team and just pulled by MaNGOS.

    I do agree that everyone can fork SD2 and do whatever they wish with it. My point is that SD2 started as a Mangos friend project. So I didn't understand the idea of the guys which just wanted to take the scripts from us and integrate them into the core, without adding any additional change, since SD2 is already perfectly integrated in core.

    And also without talking to SD2 about it. :)

  2. From my personal point of view the official MaNGOS project is now dead.

    There was no active development on Zero, One, WotLK and master for a very long period of time.

    The only source of active development are the two main mangos forks: MangosR2 and Cmangos. I just hope that in the future, some of these will take responsibility to support all the client versions.

    Also, as a personal opinion: I didn't like the fact that the recent project admins tried to hijack SD2, by creating the scripts repositories just to pull the commits from master SD2. Same applies for DB projects.

  3. I know everyone is eager to have Outdoor PvP/World PvP working for their favorite branch, but let's give Xfurry some breathing room to get it working properly before worrying about backports. :lol:

    Xfurry, is there a status update on which zones are working correctly and which still need scripting? Last I recall, Silithus and Eastern Plaguelands were the only two that worked as intended, but that was for the old SD2-based version.

    World pvp is under development, but the basics work. Of course it may need some optimization but it's playable.

    The sources can be found here: https://github.com/xfurry/mangos/commits/world_pvp

    Enjoy and don't forget to report bugs. ;)

  4. * What bug does the patch fix? What features does the patch add?

    Implement missing spell effect for the spell Mark of Death. This is similar to the Mark of Frost and Mark of Nature spells. This is used by the Doomwalker in a similar way Azuregos and the Emerald dragons use the other two spells

    * For which repository revision was the patch created?

    11928

    * Who has been writing this patch? Please include either forum user names or email addresses.

    me

    * Patch

    http://paste2.org/p/1906650

  5. if his bone minions have fixed spawn positions (not how you coded the patch)

    you can do both spells in database

    No they don't.

    This is how it works on vanilla: (Spells 27690, 27691, 27692, 27693)

    Effect 0: Id 41 (SPELL_EFFECT_SUMMON_WILD)

    BasePoints = 1

    Targets (47, 0) (TARGET_DYNAMIC_OBJECT_FRONT, 0)

    EffectMiscValue = 16119

    Radius (Id 8) 5,00

    Effect 0: Id 41 (SPELL_EFFECT_SUMMON_WILD)

    BasePoints = 1

    Targets (48, 0) (TARGET_DYNAMIC_OBJECT_BEHIND, 0)

    EffectMiscValue = 16119

    Radius (Id 8) 5,00

    Effect 0: Id 41 (SPELL_EFFECT_SUMMON_WILD)

    BasePoints = 1

    Targets (50, 0) (TARGET_DYNAMIC_OBJECT_RIGHT_SIDE, 0)

    EffectMiscValue = 16119

    Radius (Id 8) 5,00

    Effect 0: Id 41 (SPELL_EFFECT_SUMMON_WILD)

    BasePoints = 1

    Targets (49, 0) (TARGET_DYNAMIC_OBJECT_LEFT_SIDE, 0)

    EffectMiscValue = 16119

    Radius (Id 8) 5,00

  6. * What bug does the patch fix? What features does the patch add?

    Implement script effect and dummy effect for two spells used by Shirrak the Dead watcher

    Basically the npc Focus fire is summoned under a player and after a few seconds casts the Ping Shirrak spell.

    When the boss receives the ping it casts the Focus fire spell which triggers the damage spells on the Focus fire npc.

    * For which repository revision was the patch created?

    11882

    * Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

    no

    * Who has been writing this patch? Please include either forum user names or email addresses.

    me

    * Patch

    http://paste2.org/p/1880792

  7. Having the ability to script in db does make it easier to get things done. Having said that I think db scripting has its place and scripting a BG in the db is a bit past its bounds. :)

    You don't have to script the full BG in database. But some simple stuff can be handled in DB. Or you can have a mix event handling - core + DB, similar to what we have in SD2 for event scripting.

    For example you could script the Hellfire Peninsula pvp system only in DB if the proper tools were provided because it's simple, but you can't handle timed events - like the lock period for the Terokkar pvp area.

  8. The main idea of this feature is to add the possibility to script advanced events by using database tools. This basically involves scripts for world pvp and battlegrounds.

    Currently I'm working on implementing a system which can send script events based on the pvp status of a capture point, along with other feature, suggested by Schmoozerd, which should handle the world state processing straight from database (you probably know that not all world states can be found in DBC).

    The purpose of the topic is to motivate somebody to work on a conditioning system which would allow complex scripts to be run in DB. Honestly I don't have enough motivation and patience to work on this one either. :)

    So the final goal of all these nice features would be to have all world pvp scripts, including Wintergrasp, implemented by using simple DB scripts.

    You are probably wondering how is it possible. It's simple - each capture point send a script event based on the faction and the progress of the capture (that tiny progress bar which appears when you hold a tower - see Eye of the Storm). Then this events are processed by the DB script and summon creatures, change world states, apply zone buffs, etc.

    For Wintergrasp, you should know that the destructible buildings also send events on damaged, destroyed and rebuild, and these can also be used in the battlefield script. (Of course you'll need some more code to handle grouping and battlefield mechanics first, but this is only the basic stuff).

    This also applies to Battlegrounds if the core would support a strong system which can handle missing DBC spells, which are a lot in the pvp systems.

  9. In my opinion, if we can add a strong system which can check DB script conditions in a unified table completed by a feature which can handle map zone specific world states all pvp areas, including Battlegrounds and Wintergrasp can simply become a long list of DB queries which handle events, world states, gameobjects and creatures based on specific actions and conditions. So all hardcoded stuff we already have or we want to add in core can become DB scripts, similar to event AI scripts from SD2.

    PS. Even some SD2 scripts could be moved to eventAI if the library would be extended to handle more events, for example movement or achiev criterias. ;)

  10. Hi,

    I'm trying to create an advanced support for events scripts which should handle the World PvP areas, and even some battleground related logic, similar to the one used on retail.

    My question and concern is: Is it possible to check conditions in a DB script? Or is it reasonable to implement such a feature?

    I'm thinking about a similar conditioning system as the one in gossip scripts.

    For execute creature script if creature has XXXX aura, eff idx YYY; or execute quest script if player has XXXX item with count YYYY; or execute event script if zone has world state XXXX with value YYY.

  11. * What bug does the patch fix? What features does the patch add?

    This patch implements the summon event for Felmyst. The mechanics are that after Brutallus dies he casts a dummy aura on the ground using the Brutallus Death Cloud npc. When that aura is removed Madrigosa casts Summon Felblaze Pre-visual which after 10 ticks summons Felmyst and despawns the dead Madrigosa.

    This spell implements only the summon of Felmyst at the 10th spell tick (after 10 secs). The rest is done in script.

    * For which repository revision was the patch created?

    11859

    * Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

    no

    * Who has been writing this patch? Please include either forum user names or email addresses.

    me

    * Patch

    http://paste2.org/p/1818742

    Note:

    Spell requires script target:

    [== SQL ==]
    delete from spell_script_target where entry in (44885, 46350);
    insert into spell_script_target values
    (44885, 1, 25160),
    (46350, 1, 25160);
    

  12. The patch wasn't updated for a long time because I was busy with SD2 stuff. Also I don't think I'll manage to update it until January. I hope that somewhere around Q1 next year I'll be able to come with a complete support for world pvp which could be added to the review section (split in a few small pieces, of course).

    If somebody wants to help the development process I can share my current sources and mockups - https://github.com/xfurry/one/commits/world_pvp. Otherwise just wait until I'll post the patch source after I'll manage to update it and add the improvements I've been already planning on.

  13. * What bug does the patch fix? What features does the patch add?

    This patch implements

    Short description:

    * Spell 44845 targets all the players in the area and removes the spectral realm debuffs from them, teleporting them outside of the spectral realm area

    * Spell 44869 needs to target only one player which summons a portal on his location and gets teleported to the spectral realm

    * Spell 44811 teleports the players to the spectral realm. This is used by the portal GO and if the player can't travel to the spectral realm, he gets a notification.

    * When aura 46021 expires, the player gets teleported back to the normal realm and receives an exhaustion debuff.

    * For which repository revision was the patch created?

    11847

    * Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

    no

    * Who has been writing this patch? Please include either forum user names or email addresses.

    me

    * Patch

    http://paste2.org/p/1782490

    V2:

    http://paste2.org/p/1797311

  14. Mangos Version: 11847

    Custom Patches: none

    SD2 Version: 2335

    Database Name and Version : UDB 402

    How it SHOULD work:

    This is related to the spell - 44801 Spectral Invisibility - which is used by creature 24892. Because of the special status of the boss encounter the invisibility aura shouldn't be removed by the Melee attack.

    The same happens to - 24306 Delusions of Jin'do - After the npc (14986) hits with melee it's invisibility aura is removed.

    How it DOES work:

    The invisibility aura shouldn't be always removed by the melee attacks.

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