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Talendrys

getMaNGOS Staff
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Everything posted by Talendrys

  1. All the world process uses a DB connection. I can also tell you that SQL queries are sometimes queued and flushed when the server has time. It's a common practice to keep a pool of connections open, this is because establishing a connection is CPU-consuming. Doing what you suggest is a bad idea as-is. On the other side, identifying the component that doesn't re-use the connection it has open to see whether it doesn't lack a proper pooling mechanism makes more sense. By the way, if you run the world, connections will be made but if nobody is playing on it, the problem does not occur nether because you never reach the time-out. Another idea is to handle properly a DB-side timeout.
  2. Does istappedby including the check that the mob was ont grey ?
  3. So, let's theorycraft a bit. 235 / 5 = 47. You must have glance hitting mobs level 50 as well. Up your weapon skills to, at least, 255 and retry. For me, so far it's working as intended.
  4. It's inside the core already. I've worked on it to rewrite how the Imp is working (first one) because for Mangos, all pets are generic pets (which is incorrect) and have the same behavior. Regarding the mana/health generation, in the past, it was going well but the amount was too low (and I never found the original data). I don't know what has been changed.. that it doesn't work now.
  5. The SD2 script is bugged. Eluna tasks :-)
  6. Hi Xen', It's not about your level but your weapon level. Can you give more data for theorycrafting this ? :-)
  7. The PetAI script need an overhaul .. that's clear.
  8. Glance appears once the monster has 3 or plus level above your weapon skill. E.g: 200 in weapon skill means that attacks against monster level 43+ will have a high chance to get a "glance" result.
  9. wave isn't hi. :-)
  10. What about glance ?
  11. UPDATE creature_template, creature_template_classlevelstats SET PowerMultiplier = MinLevelMana/BaseMana WHERE creature_template_classlevelstats.Level = MinLevel and BaseMana != 0; UPDATE creature_template, creature_template_classlevelstats SET HealthMultiplier = MinLevelHealth/BaseHealthExp0 WHERE creature_template_classlevelstats.Level = MinLevel; It was something like this for health/mana.
  12. Don't rewrite the wheel... This has been already analyzed and the issue was because everything to make calculation about monster hp/mana is ready within the DB but not populated (so basically they all have the same multiplier). Just update your DB with the correct SQL query and that will be solved. (Unfortunately, I don't remind it by heart... maybe someone can find it back since I posted it on Skype channel).
  13. Shockwave in Vanilla ? Surprising.
  14. I don't think it has been added. I think the default parameter may have been corrected somehow.
  15. Do you have Rate.Corpse.Decay.Looted = 0 in mangosd.conf ? If yes, change it for another value. :-)
  16. New commit: [url]https://github.com/Warkdev/server/commit/5bd920fc573f94f56c39a8e99b4ee284cdd52e62[/url]
  17. [url]https://github.com/Warkdev/server/commit/5b808e63aa265f394cd1d62610581f77c78edbca[/url]
  18. That was really simple. When you've sources, it goes quick, when you don't, you waste time. :-) Don't hesitate to report any other bug related to looting system, now I'm used to it.
  19. All of mine do have names, so I guess it is. :-) In fact, it solves all creatures types error, I removed by mistake a DBC load in a previous commit, all creatures in the game were humanoid then.
  20. Commit has been identified and corrected: [url]https://github.com/Warkdev/server/commit/df9f84740bb57b3cc6847b6c0716aba90ac44cfd[/url]. Pets are back again ! However, don't forget to clean-up the WDB folder.
  21. There was a global issue that I've introduced in Rel20 for all creatures type (not only hunter would have been hit, but they were really wrong). Now rolled back: [url]https://github.com/Warkdev/server/commit/df9f84740bb57b3cc6847b6c0716aba90ac44cfd[/url] Don't forget to clean your WDB cache.
  22. Adding a commit: [url]https://github.com/Warkdev/server/commit/9c95b4271669bcd48a1836124c945194b821a560[/url] Please let me know.
  23. Hello, Should be fixed by this commit for both chest and group loot: [url]https://github.com/Warkdev/server/commit/9c95b4271669bcd48a1836124c945194b821a560[/url]
  24. [quote=Xenithar]So you can loot the same chest with two players at the same time? [/quote] Yes. [quote=Xenithar]Are the contents of the chest the same for both players? [/quote] No. [quote=Xenithar]This sounds like something I should play with this weekend when I have some time![/quote] To be honest, I wouldn't.. being 2 to work on such basic issue is too much. Worflow: players are casting spell 3365 to open the chest (spell_cast_failed to notify that other have it open), then player::sendloot is actually generating the loots (if required) and setting the permissions, dolootrelease actually close the chest. Remaining to do: Show open chest to other players than the one opening it.
  25. Thats the visible part. For me visual and looting a chest that other player is already looting are also bugged.
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