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Xfurry

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Everything posted by Xfurry

  1. I'm not sure of this, but as far as I saw in movies, each tick of the spell drops a set of many rock shards around the target. And as the target moves around the room while the boss channels the spell, there are many rock shards which fall over the target at the same time. So I think that the dummy spell (which have the visual) are cast many times for the same tick, so we can have many rock shards falling around the target at the same moment.
  2. Well I think this patch should do: http://paste2.org/p/1442639 The second set of spells doesn't have proc flag so I need to add them in DB. I'm not sure if the following query is correct but it works fine. insert ignore into spell_proc_event values (66808,127,0,0,0,0,0,0,0,0,0,0,4,0,0,0,0), (68160,127,0,0,0,0,0,0,0,0,0,0,4,0,0,0,0);
  3. My difficulty in fixing this spell is not the target, but way it should work. Basically the creature casts one of (68161, 68160, 66808, 66725) on self. During the time the creature has the dummy aura it should do melee damage with the corresponding damage triggered spell (67333, 67331, 66809, 66765) on the creature->getVictim() (not on random target) which is shared with another close target (similar to a cleave effect). So each melee attack made by the creature while it has aura 68161 should trigger 67333 on the victim.
  4. * What bug does the patch fix? What features does the patch add? Implement script effect for spell http://www.wowhead.com/spell=24320. This spell is related to npc http://old.wowhead.com/npc=11357 which leaves a green cloud on death. * For which repository revision was the patch created? 11542 * 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 and Schmoozerd Note: We don't need to check if unitTarget is player because this will apply to warlock and hunter pets too. Patch: http://paste2.org/p/1437040
  5. * What bug does the patch fix? What features does the patch add? Implement dummy aura effect for http://www.wowhead.com/spell=66725 spells. There are 2 sets of spells, one used by the boss Koralon and the other one used by the Flame warders in Vault of Archavon. * For which repository revision was the patch created? 11542 * 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/1437031
  6. * What bug does the patch fix? What features does the patch add? Implements visual effect for spell http://www.wowhead.com/spell=72034 . This should cast http://www.wowhead.com/spell=72036. Spell is used by Toravon in Vault of Archavon. * For which repository revision was the patch created? 11542 * 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/1436999
  7. I have developed an alternative patch for this spell. Basically there are two dummy spells and two sets of damage spells (for 10 man and 25 man version). Each dummy spell should cast one of the damage spells on the target. The dummy spell which should be casted is random, chosen by the script effect. (I don't really understand why there are 2 spells which do the same thing...) I'm not sure if the spell combination is the right one, but since it's random and the damage spells are identical, I think it will be ok. Patch file: http://paste2.org/p/1436903 PS. This has nothing to do with vehicles. The vehicle spell used on this encounter is 58672.
  8. * What bug does the patch fix? What features does the patch add? Limit the targets of http://www.wowhead.com/spell=64218 to 1 * For which repository revision was the patch created? 11542 * 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/1436882 This fix is needed for the boss Emalon in Vault of Archavon. Spell also requires script target insert into spell_script_target values (64218, 1, 33998);
  9. New updated and slightly improved version for Gameobject Type 29 - Capture Point here: http://paste2.org/p/1427823 Hopefully some mangos dev will take a look over this.
  10. Sorry, I was in a hurry. I updated this patch and the one with Mark of Nature / Frost.
  11. * What bug does the patch fix? What features does the patch add? Implements spells http://old.wowhead.com/spell=23184 and http://old.wowhead.com/spell=25041 * For which repository revision was the patch created? 11459 * 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 (with the help of Schmoozerd and NoFantasy) Patch: http://paste2.org/p/1410656 The triggered aura spells were removed in 2.0.1. They are used by Azuregos (mark of frost) and Emerald dragons (mark of nature) in order to apply a stun debuff on the killed players which try to resurrect while the boss encounter is still in progress. This is done to prevent players from running back from the graveyard, after they die, and resume the fight.
  12. * What bug does the patch fix? What features does the patch add? Implements http://www.wowhead.com/spell=21147 for boss Azuregos * For which repository revision was the patch created? 11459 * 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 (with the help of Schmoozerd and NoFantasy) Patch: http://paste2.org/p/1407446 Updated: http://paste2.org/p/1410658 http://old.wowhead.com/npc=6109 has an ability called Arcane Vacuum which teleports all players in range at boss position and wipes their threat. This spell is needed in order to make the script work properly and remove the old existing hacks.
  13. Here is an updated version of the patch: http://paste2.org/p/1390444 You can test it with the script posted here: http://www.scriptdev2.com/showpost.php?p=37607&postcount=1 This may have some minor issues, but basically it works fine. If you encounter any bugs please report them. Enjoy!
  14. Sorry, I didn't have time to work on this, because I'm busy with my master degree. I'll try to update the patch in the weeks to come and I already have some ideas on how to improve this, but I don't know yet when I'll have time for it. If somebody wants to continue my idea, feel free to take my code and improve it in whatever way you think it's better.
  15. Here is the dev topic for Ulduar: http://www.scriptdev2.com/showthread.php?p=37486#post37486 May not be 100% working and blizzlike, but should be fine and better than other scripts.
  16. I think this event should be better scripted using the world instance template (the same thing I used for scripting outdoor pvp).
  17. After another research session I came up with this patch: http://paste2.org/p/1305022 This implements the basics of GO_TYPE_29 -> capture points. Summary: * This implements a grid search function which searches for the players in range of the game object as defined in the DB. Then it stores the guid of each new player in a set. After this it iterates the set and checks for use conditions. If the player is no longer in range, then it removes it from the set. * In the use() function it send the player the world state packets as defined in DB. Then, depending on the slider tick counter and on the capture states which I defined, it sends the script events, which will be further handled in SD2. * How does the slider work: This is a percent bar: 0 = horde side, 100 = alliance side and 50 = middle neutral. The slider starts at 50 and based on the tick counter and the neutral percent defined in DB I can calculate whenever the slider passes to one side or the other. * ToDo: the slider movement calculations is not implemented properly yet. This should also involve the min and max superiority and min and max time values. I also tested on a dummy event in SD2 and everything works fine. Hopefully after I'll finish the eastern plaguelands script in SD2 someone will help me test this better. PS. Thanks Schmoozerd for helping me with this. PPS. If I've done some coding mistakes, please point them out.
  18. Well I think that my recent enthusiasm in scripting all the outdoor pvp events has come to an end. When I first started with Silithus event, http://www.wowwiki.com/The_Silithyst_Must_Flow, things were pretty simple. Player picks the flag, recieves a debuff, drops the flag if hit by another player of the opposite faction and finally deliver the flag to the area trigger and then receives a reward buff + some honor and reputation. This was the easiest script. Today I started to research and write the eastern plaguelands event, http://www.wowwiki.com/A_Game_of_Towers, but I found out that we are missing some critical core feature: GAMEOBJECT_TYPE_CAPTURE_POINT (type 29). Here are some more details: This object is related to all the points which need to be captured by pvp (you know about the slider which moves towards the faction which has the most players near the tower). So the main ideea is that most of the tower like pvp events after 1.12.1 were implemented using this type of game object (even in wintergrasp and eye of storm). Here is the list of them: 181899 Doodad_BattlefieldBanner_State_Base_Plaguelands01 182096 Doodad_BattlefieldBanner_State_Base_Plaguelands02 182097 Doodad_BattlefieldBanner_State_Base_Plaguelands03 182098 Doodad_BattlefieldBanner_State_Base_Plaguelands04 182173 Hellfire Banner, W 182174 Hellfire Banner, N 182175 Hellfire Banner, S 182210 Halaa Banner 182522 Zangarmarsh Banner 182523 Zangarmarsh Banner 183104 Terokkar Banner 183411 Terokkar Banner 183412 Terokkar Banner 183413 Terokkar Banner 183414 Terokkar Banner 184080 BE Tower Cap Pt 184081 Fel Reaver Cap Pt 184082 Human Tower Cap Pt 184083 Draenei Tower Cap Pt 184380 Visual Banner (Horde) 184381 Visual Banner (Alliance) 184382 Visual Banner (Neutral) 189310 Venture Bay Lighthouse 190475 Wintergrasp NE Factory Banner 190487 Wintergrasp NW Factory Banner 192626 Wintergrasp NE Factory Banner 192627 Wintergrasp NW Factory Banner 194959 Wintergrasp SE Factory Banner 194960 Wintergrasp SE Factory Banner 194962 Wintergrasp SW Factory Banner 194963 Wintergrasp SW Factory Banner In eye of storm there is already some working script, but I believe that it's some kind of hacky because it checks the distance between the player and the GO on e timer update event then it updates the player states. This is done exactly like the old outdoor pvp patch. So what I'm trying to say is that all these capture points should be based on the implementation of this type of GO and should use the event ids provided in the DB; Unfortunately, since this type of GO is not implemented in core we can't make any progress with the script. PS. I gathered some research about this type of GO. Maybe somebody will give some helping hand on implementing them. http://paste2.org/p/1302865 Basically we have to implement the processing of all the event types (win, progress, conquest, neutral) in core then send them to SD2 for further scripting.
  19. After the recent discussions about implementing outdoor pvp in SD2, I did some hard research and I finally got some working result. Since this is about 98% related to scripts I'll post the link to SD2 forum: http://www.scriptdev2.com/showthread.php?p=37607#post37607 Enjoy!
  20. Implementing the Outdoor PvP events in SD2 is pretty simple if we could separate the world map into zones and subzones (ex: Outland -> Nargrand -> Halaa) and implement a specific map script for each zone. This might be also useful in implementing Wintergrasp battlefield or some complex quests - ex: The Light of Dawn; because these events need instance-like scripts.
  21. If the Outdoor pvp can be scripted by SD2 then somebody should make a basic example for it, because I really don't understand how could be implement four distinct outdoor pvp scripts on the same instanced world map (Hellfire, Zanga, Terokar, Nargrand). There must be a way to separate the zones, and to implement a script for each zone.
  22. Those vehicles are a little tricky. They need to be auto mounted when summoned, and they must also have the possibility to add / activate the last spell slot by an SD2 event (probably instance data set to DONE).
  23. Original patch: https://github.com/xfurry/ScriptDev2/blob/3784d9ec24f3402478ab8e36cb50b25bd4bb6d65/patches_custom/opvp.patch Cleanup patch (untested properly) https://github.com/xfurry/ScriptDev2/blob/3784d9ec24f3402478ab8e36cb50b25bd4bb6d65/patches_custom/p2_opvp_cleanup.patch I begin with your original patch , its corrupted because we need some conversion typo : example && -> && I fix it and I repost a clean patch for the last mangos rev . Corrupted? Wierd... Try this commit: https://github.com/xfurry/Mangos/commit/011d70984e81a66ba371672b36a2ce8fb37f4ae6
  24. Original patch: https://github.com/xfurry/ScriptDev2/blob/3784d9ec24f3402478ab8e36cb50b25bd4bb6d65/patches_custom/opvp.patch Cleanup patch (untested properly) https://github.com/xfurry/ScriptDev2/blob/3784d9ec24f3402478ab8e36cb50b25bd4bb6d65/patches_custom/p2_opvp_cleanup.patch
  25. This is great. But I think that first we should focus on the current under development outdoor pvp scripts, and after this are finished and accepted into the main core, then we can focus on Wintergrasp, which still needs vehicles and Go type 33.
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