

Schmoozerd
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Everything posted by Schmoozerd
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I disagree; We introduced at SD2 forums a sub-forum for development related to special core patches (ie vehicles), and no one ever cared to post there - so I doubt this will actually work. The sad truth is, that most ppl are just leeching and not care about developing (or even reasonable bug-reporting / feedback) at all. And especially such ppl would even faster switch to custom forks as this r2 branch than now (without _anyone_ profiting from this)
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I don't think that it is a bad idea of having the different parts splitted actually. It might prevent n00bs from using mangos(et al), but on the sun side I feel that it helps focusing on the problems, and not always have to deal with everything else. Especially I cannot see how it should be reasonable to bring the main database providers (udb, ytdb, psdb) in one place without having their databases merged; and I cannot see how this could work actually.
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exactly, and this is one of the reasons why it is less likely to be source of a client crash
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this means that for some reason the server sent some unexpected data to the client, which resulted in a crash. You should post information like: - server version - scripting library version (if used) - and most important: database type and version For now I would suggest to drop your current world-database and try with the (empty) database that is shipped with mangos.
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Thanks for the trust guys I hope I will be able to contribute some things! btw about faramir - has anybody thought about talking to him actually?
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hmm, it is not my business (as I am not on zero dev'ment) - but maybe you guys should consider joining the irc system to talk together.. as sd2 public channel is on rizon.net, as is the (old?) channel of udw, maybe this would be the right place; correct my if I post nonsense irc.rizon.net #udw
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[BUG] Changing warrior stances disappears the action bar icons
Schmoozerd replied to dante3dmd's topic in OldBug reports
I didn't notice any problems when I played my warrior recently. -
[BUG] Changing warrior stances disappears the action bar icons
Schmoozerd replied to dante3dmd's topic in OldBug reports
I guess you simply must readd the icons at least once, then they should reappear as they should when switching. -
This is at least what I have in mind.. but there are in my opinion two problems: - I don't like the name scriptdev1, this just doesn't fit - Someone would be needed who volunteers to do the main backporting job (not that it will be much); a few exclusive things should be done for sd2-tbc, and I am not interested in doing them. Edit: I already opened a new topic to lookout for volunteers: http://www.scriptdev2.com/showthread.php?p=38304#post38304
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What bug does the patch fix? What features does the patch add? Add core support for wailing souls ability For which repository revision was the patch created? 11781 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 Splitted different spells which belong together for the whole mechanic A few problems noted in code http://paste2.org/p/1594288
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What bug does the patch fix? What features does the patch add? Add core support for mirrored soul ability For which repository revision was the patch created? 11781 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 Splitted different spells which belong together for the whole mechanic A few problems noted in code http://paste2.org/p/1594286
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I guess theLuda will read and tell if it is against mangos rules, to advert a very generic (and hence likely useless) emu related forum.
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likely a DB problem (mismatched IDs ...) - important is the trainer entry you get this bug with (.npc info before trying)
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maybe something very simple, like "max gold per day" as config variable
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more SD2 related; commit a1bc738437050c2fff9bbdeb6668330156a27c82 Author: Schmoozerd <[email protected]> Date: Sat Dec 11 12:19:32 2010 +0100 Karazhan - Quick, Dirty Nightbane summoning diff --git a/scripts/eastern_kingdoms/karazhan/instance_karazhan.cpp b/scripts/eastern_kingdoms/karazhan/instance_karazhan.cpp index 1fa083d..611f104 100644 --- a/scripts/eastern_kingdoms/karazhan/instance_karazhan.cpp +++ b/scripts/eastern_kingdoms/karazhan/instance_karazhan.cpp @@ -297,6 +297,42 @@ InstanceData* GetInstanceData_instance_karazhan(Map* pMap) return new instance_karazhan(pMap); } +bool ProcessEventId_event_karazhan(uint32 uiEventId, Object* pSource, Object* pTarget, bool bIsStart) +{ + if (!bIsStart || pSource->GetTypeId() != TYPEID_PLAYER) + return false; + + if (uiEventId == 10591) + { + if (ScriptedInstance* pInstance = (ScriptedInstance*)((Player*)pSource)->GetInstanceData()) + { + if (pInstance->GetData(TYPE_NIGHTBANE) == NOT_STARTED || pInstance->GetData(TYPE_NIGHTBANE) == FAIL) + { + Creature* pNightbane = pInstance->instance->GetCreature(pInstance->GetData64(NPC_NIGHTBANE)); + if (pNightbane && pNightbane->isAlive()) + { + pInstance->SetData(TYPE_NIGHTBANE, IN_PROGRESS); + ((Player*)pSource)->MonsterSay("debug_ surpise on the way..",0,0); + + // Sort of a hack, it is unclear how this really work but the values appear to be valid (see Onyxia, too) + pNightbane->SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND | UNIT_BYTE1_FLAG_UNK_2); + pNightbane->AddSplineFlag(SPLINEFLAG_FLYING); + + // Remove old idle movement and switch to waypoint movement + pNightbane->SetSpeedRate(MOVE_WALK, 3.0f); + pNightbane->GetMotionMaster()->Clear(false, true); + pNightbane->GetMotionMaster()->MoveWaypoint(); + } + else + ((Player*)pSource)->MonsterSay("debug_ nothing on the way..",0,0); + } + } + return true; // No further handling of these events + } + + return false; +} + void AddSC_instance_karazhan() { Script* pNewScript; @@ -305,4 +341,9 @@ void AddSC_instance_karazhan() pNewScript->Name = "instance_karazhan"; pNewScript->GetInstanceData = &GetInstanceData_instance_karazhan; pNewScript->RegisterSelf(); + + pNewScript = new Script; + pNewScript->Name = "event_karazhan"; + pNewScript->pProcessEventId = &ProcessEventId_event_karazhan; + pNewScript->RegisterSelf(); }
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they are - InterruptNonMeleeSpell it was
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[PATCH] Horde & Alliance grouping/trade
Schmoozerd replied to Auntie Mangos's topic in OldCore modifications
for me the patch applies alright, and I see absolutely no reason why functionality should have changed between 11778 and 11781. btw: http://paste2.org/p/1582431 remove of the artifacts (already exists unused in patch by Frozen-In-Time in first post) -
to explain the problem: Example Item: SELECT * FROM item_template WHERE entry=50404; Has two spells: 71653 at ITEM_SPELLTRIGGER_ON_STORE 72415 at ITEM_SPELLTRIGGER_ON_EQUIP so what now happens is, that the aura of 72415 can trigger 72414 (aura) which will expire, this will call Player::DestroyItemWithOnStoreSpell for the item. It is identiefied as item with ITEM_SPELLTRIGGER_ON_STORE, and so the item gets removed
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[PATCH] Horde & Alliance grouping/trade
Schmoozerd replied to Auntie Mangos's topic in OldCore modifications
Slightly modified(1) with code style and comments also added config variables! http://paste2.org/p/1576756 Seems to work. Question @ authors: What is + inline void SetSpoofSamePlayerFaction(bool b) { m_spoofSamePlayerFaction = b; } + inline bool IsSpoofSamePlayerFaction(void) {return m_spoofSamePlayerFaction; } thought for (because currently unused!) (1) Version obtained from Darkknight900 github repo patch maintained by: False.Genesis Prefect Frozen-In-Time KiriX Darkknight900 -
In this case you likely have an very outdated SD2, outdated mangos, or didn't install a world-database properly. I can tell you that both SD2 sql-full files apply proper to a correctly installed environment. Edit: BTw, this subforum is about "Site feedback & help", where the "help" is adressed toward site, too.
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Changes to ahbot.conf not applying.
Schmoozerd replied to Whyarp's topic in OldInstallation, configuration & upgrades
this might be a good idea If you have a little time, maybe write a small howto to set up the AHBot for small servers (config documentation is rather basic) -
Gameobjects not appearing, but they do if I delete/insert them???
Schmoozerd replied to rumpa's topic in OldGeneral support
I have a query (use at own risk!) that increases the pool size. However this overall increase is rather a bad way, but easy to get on with: UPDATE pool_template SET max_limit=ROUND(max_limit*1.5) WHERE description LIKE "%master%mineral%"; btw, this topic belongs to database forums, and at least on udb there are already some topics including better queries; however as it is closed currently I guess it is ok to post this here, too -
An example of what I was refering to: http://paste2.org/p/1573097
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also a very reasonable learning way would be to go through parts of the code, understand it, and provide patches for doxygen comments
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I am a bit wondering about how the timers should actually work. atm you let them work that the main-attack is done if possible, and if it was done, the off-attack is skipped - is this correct? should the off-attack happen on the next tick, or in the same tick, or with some time delay? also in case both timers are down, but getVictim is out of melee reach, you will need two additional tests for this, I guess this can be improved to be faster.
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