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Xfurry

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Posts posted by Xfurry

  1. I think you forgot to add the World PvP system to the "Wanted Features". This patch is still under development, event if this process is quite slow. ;)

    Hopefully we'll be able to come with a beta version somewhere in Q1 next year.

  2. Mangos Version: 11844

    Custom Patches: none

    SD2 Version: 2328

    Database Name and Version: UDB 402

    There are a few spells which have the following target combination:

    Effect 0: Id 3 (SPELL_EFFECT_DUMMY)

    Targets (17, 0) (TARGET_TABLE_X_Y_Z_COORDINATES, NO_TARGET)

    Effect 1: Id 28 (SPELL_EFFECT_SUMMON)

    Targets (87, 86) (TARGET_SELF2, TARGET_RANDOM_NEARBY_DEST)

    How it DOES work:

    This can be found at spells 46037, 46038, 46039, 46040, and despite of the fact that they have the correct positions in spell_target_position table these spells won't summon the required npcs when casted near those positions (inside Sunwell Plateau instance). They won't do anything at all.

    However if I try to cast them outside the instance, the npcs is summoned at a random location near the caster.

    How it SHOULD work:

    This should work this way: it should summon the npc at a random nearby position relative to the coordinates in DB.

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

    This patch implements the correct script effect for the spells used by Brutallus in Sunwell Plateau.

    This is needed in order to remove the hacky code which was included a long time ago in the script.

    I haven't broken this into 3 pieces because the spells are related, the same as in the M'uru spells patch

    Short description:

    Spell 45141 is cast by the boss as a missile. When it hits the target is should apply the burn effect aura on it - 46394.

    Spell 45151 is triggered by a periodic aura which is applied on a target by the burn aura effect. This should spread spell 46394 to all nearby friendly targets within 2 yards.

    Spell 45185 has a script effect which removes the burn aura from the targets.

    * For which repository revision was the patch created?

    11844

    * 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/1768744

    Note:

    The SD2 script will be updated as soon as this patch is accepted into the core.

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

    Implement dummy effects for some Muru spells:

    First we need to limit the AoE spell 45976 to 1 target (Muru opens just one portal once).

    Second: cast the portal visual spell (45977) when target is hit by 45976 and 46177.

    Third: summon a void sentinel when hit by dummy spell 45989.

    I know I should add just one spell per patch, but these 3 spells are all related to the same encounter.

    * For which repository revision was the patch created?

    11842

    * 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/1766395

    PS. For those of you who want to test this and make some comments or suggestions you can find the full script and details at the following link:

    http://www.scriptdev2.com/project.php?issueid=1199#note7146

  5. in sniff i see 7 targets (players, no pet), 43153 casted 7 times - one per target. not 9.

    however, should alert - information coming from me, on this forum is at least questionable.

    Lynx Rush: When he uses this ability, he does so 9 times in a row in quick succession. Every attack targets a random player, and deals about 2k damage, further mitigated by armor. The target is chosen completely random; one player might be targeted multiple times in a row (up to 3?), and he can also target the tank. Every player that was attacked also gets the debuff Lynx Hunt, which deals 1.5k damage every 2s over 10s.

    I don't questions your information but considering the fact that Zul'jin is a 10 man raid, it's possible that your sniff had only 7 players inside the raid. :)

  6. hi,

    I have a bug:

    If a creature knockback you in air, the creature goes into enterevademode, because the creature can't reach you. I hope for fast help.

    I've tested this on blizz recently and I noticed that if you attack an npc which can't reach you or has a very long and complicated path in order to reach you, then it ignores the path finding and gets to the players climbing directly the steep terrain.

    The same thing happens for the pet. If follows you straight if you jump of a cliff.

    The important thing however is that they always stay on the ground (no matter how is the terrain designed). They never follow or chase in the air.

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

    Implement dummy effects lynx phase spells for Zul'jin.

    * For which repository revision was the patch created?

    11833

    * 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/1725768

  8. Does this also imply that for instances where those bosses are, the random dungeon finder will give eof?

    Because there are some (Utgarde Pinnacle, The Nexus, Violet Hold and others) where there are extra bosses to be summoned but because they are not summoned at the moment, the instance can not be finished and you'll not get credit for using the random dungeon finder.

    Or is this not related at all?

    Actually no. This patch is only for scripting purposes and it's not related to dungeon finder in any way.

    I have no idea how dungeon finder works but it may be possible the idea of this patch may solve your issue as well.

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

    Implements virtual void OnCreatureSummoned for instance scripts. This is required in order to better handle creatures which are summoned by world triggers (which has the same creature entry in all instances). These cases can be found at Anub'arak (both Azjol and ToC) and a few other examples in Draktharon Keep and Utgarde Pinnacle. There may be more of these...

    * For which repository revision was the patch created?

    11830

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

    none

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

    me

    * Patch:

    http://paste2.org/p/1722939

  10. What bug does the patch fix? What features does the patch add?

    Implement spell http://www.wowhead.com/spell=42577 script effect. This it's used by Zul'jin and should cast http://www.wowhead.com/spell=43137 on victim.

    For which repository revision was the patch created?

    11800

    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/1662508

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

    Implement spell Siphon Soul. This is cast by Hex Lord Malacrass in order to "steal" the target player's abilities. Should cast http://www.wowhead.com/spell=43501 on target.

    For which repository revision was the patch created?

    11800

    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

    http://paste2.org/p/1662468

  12. MaNGOS rev: 11789

    UDB: 401

    Bug description: Spell targets only hostile targets - it should target friendly or neutral targets as well.

    This spell is cast by the quest giver, 15192, when a player takes the quest 8305 in order to give him quest credit.

    How should it work: Spell should target the player (which is friendly or neutral to the quest giver) and apply the Quest Complete effect

    How does it work: Spell doesn't target the player which normally is friendly or neutral to the quest giver. However if the quest giver (or spell caster) becomes hostile to the player before casting the spell, everything works fine.

  13. I have a question, what is the difference between InitWorldPvPArea() (witch is always true and not overridden) and InitOutdoorPvPArea() (which do not seem to be used in your patch, even if you create it) ?

    Edit: As I suspected, those two functions should have the same name, just an error in the patch. Again, great work, congratulations!

    Thanks. I have a few functionality changes and improvements in mind related to this patch, but I didn't have time yet to work on them. Hopefully I'll be able to finish them in the following weeks (or months :P). Then the patch will be very close to a complete state and I'll include a documentation as well.

  14. Description of the feature?

    Implement spells 49380 and 59803 script effects for Trollgore

    The boss hits the target with spells 49380 and 59803 and when the target get's hit by the spell, it buffs the boss using the other 2 spells 49381, 59805.

    He stacks a self-buff (Consume) with every melee hit that increases his damage dealt by 5% per stack. Consume needs confirmation. He also pulses a shadow damage attack that might also be the source of his buff. After watching this fight multiple times, I believe this buff is from the shadow damage he pulses around him. It seems to give it a few more stacks with each person he hits when he uses it, or something along those lines. It may also include melee swings.

    For which repository revision was the patch created?

    11701

    Is there a thread in the bug report section or at lighthouse?

    no

    Who has been writing this patch?

    me

    Patch:

    http://paste2.org/p/1495411

  15. Well unfortunately it seems that people don't care too much about this feature even if it's straight related to Wintergrasp and other world pvp areas in 4.x.x

    Hopefully if nobody cares about developing this functionality, at least maybe someone will care about testing it.

    Since my idea of moving the world pvp areas scripts to SD2 wasn't exactly the best, I started to dig in the old world pvp patch, I stripped it of all hacky things, improve it and I combined it with my latest work from gameobjects capture point and SD2 implementation of world pvp. So after a few days of work here is the result: :P

    http://paste2.org/p/1478845

    This will make the world pvp areas of Silithus and Eastern Plaguelands work much better than the previous versions.

    There are only two issues which I couldn't implement because I'm not very familiar with them:

    * The graveyard link for a faction should be set dynamically depending on the tower controller;

    * When there are a few players on the map and the grid unloads then the capture point's state resets to neutral even if inside the pvp event it's marked as captured by one of the factions. This issue can make serious problems, basically bugging the whole event system. Some help related to storing the towers state while the grid is unloaded would be appreciated. :)

    * Gameobjects are not respawning on the map -> probably core bug or my mistake.

    PS. Please ignore the gameobjects loot rules in the patch. I added them by mistake.

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