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Xfurry

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Posts 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. I not sure that spell correct by 2 points:

    1) exist 4 dummy spell 68161, 68160, 66808, 66725 and _4_ triggered spell 67333, 67331, 66809, 66765

    with 120 base points for 3 cases and 125 for one

    2) dummy spells have self targeting mode, so look like boss cast it to self.

    triggered have chain targeting mode normal for hostile targeted spells, as i understand instead current cast to target it must cast from aura target (boss) to "nearby target within 10 yards"

    Unit::SelectRandomUnfriendlyTarget ?

    Ofc, maybe you have some info that confirm your way work.

    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.

  3. * 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

  4. * 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

  5. * 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

  6. 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.

  7. * 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);
    

  8. * 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.

  9. * 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.

  10. Is there an updated patch for this?

    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.

  11. 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. :D

    PPS. If I've done some coding mistakes, please point them out.

  12. 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.

  13. 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.

  14. In reference to this MaNGOS One commit https://github.com/mangos/one/commit/8cd46197e1efbb34fc1a5be27a7cdace3f57de98, discussed in the thread about Outdoor PvP for MaNGOS One...

    Will this patch also be implemented in MaNGOS or has similar functionality already been established? I glanced through the history for MaNGOS master and did not notice any similar code recently committed.

    Assuming it has or will be implemented for 3.3.5, am I correct in reading this as meaning Outdoor PvP can now be supported by the core and only requires SD2 scripting?

    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.

  15. Yes i know problem is sice this patch is oculdus drak nor more auto mounted, ic have here old vehicle patch and the auto mounted works good hmm

    New Patch Click on Item Drake Spawn Go up and you have to engage the dragon

    Old Patch Click Item You Spawn on Drak automatically

    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).

  16. Yes, Its true, its can be most easy if you can post the patch file from your git repository for I begin.

    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

  17. I m working for implementation of fixes, I seek also the script for WinterGasp if anyone have this .

    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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