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Schmoozerd

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Everything posted by Schmoozerd

  1. this is the question https://github.com/DasBlub/mangos/tree/eventsystem is some very generic way for some more modern design ideas - which then also would make supporiting libs more generic. At the moment all I can see here is to do what sd2 does, and perhaps add a few new hooks - especially I cannot see any idea how to genericly add something that "skipps" the adding of new hooks, if you really need something new and powerfull, you won't find this in some other core or just by adding some new hooks.. The basic goal was to prevent merge-conflicts, and I cannot see any real way to prevent them except for basicly trivial stuff.. - but ofc I am curious for real ideas
  2. 38358 is AoE spell, so DaC your suggestion is wrong I agree with DasBlub, 38353 has Target-self so should be cast by unitTarget->CastSpell(unitTarget.. Further: We should let the boss (m_caster) be original caster of spell 38353, so unitTarget->CastSpell(unitTarget, 38353, true, NULL, NULL, m_caster->GetObjectGuid()); // % typos Edit: Please do not forget to provide patch at sd2 when implemented
  3. the changes done in tc are from using-perspective only syntax changes. As far as I understood the original intention of Xeross it is not about being able to add new hooks, but to be able to use hooks in a more generic way. So this needs a fresh concept - and not simple a port from some tc changes...
  4. you should update your mangos https://github.com/mangos/mangos/commit/6363a65f86fd390
  5. cool, finally! I have been waiting for this one since ages as this spell is triggered by an item, possible you should forward the item to the next spell Edit: Read over this again, this cannot work, as you always cast by m_caster onto m_caster I suggest to add a new Unit* newTarget = unitTarget; and to use newTarget = m_caster in case of self-sheep (actually it must work with using unitTarget, but as this is no local variable, I think this is bad style)
  6. If memory serves this bug is older, I thought I pokes vladimir about it, but could not find this in my irc log I started to work on Supremus about March 20th, and I think this bug existed there Just checked the script today, and then reported
  7. MaNGOS Ver 11366 UDB 400 SD2 recentish What is happening: The Aura is removed and reapplied without damaging the enemy What should happen: DAMAGE! Example spell id: 40980 Way to reproduce: go near (20y) a mob, do gm off .cast self 40980 onto the mob and let him aggro (like with .dam 1) when the mob reached you, aura 40980 is applied and removed and applied and removed and so on - without actually hurting More Bug-Report: http://imageshack.us/photo/my-images/109/movingpaa.png/ the main problem is, that the DAMage noted in the last time-sequences is not happening
  8. 1) update to UDB 400, there were many improvements 2) leave the instance and use .instance unbind all
  9. they only log what you did as sql changes with ingame commands
  10. use release build
  11. a HomeMMGen must be initialized onto an NPC which has if (owner.hasUnitState(UNIT_STAT_NOT_MOVE)) then i_travel_timer might not be initialized, and hence could be (compiler dependend) 0 which would trigger the call in Finalize for owner.AI()->JustReachedHome But I don't understand how this can happen (because after a creature is created it is expected that it has AI initialized.) also I don't see why a HomeMMGen would be pushed in a place where the npc has UNIT_STAT_NOT_MOVE, and Finalized where no AI exists..
  12. GetTeam() ==ALLIANCE or GetTeam() == HORDE might suit you GetRace() must exist too, but is ofc less suitable
  13. why not wrap the code from warlock/ meeting stone summoning? first a whisper like A GM or GM - <Name> wants to see you. and then the teleporing window actually I think this might be good idea to replace as default .goname behavior, and an additional command like .goname force to directly teleport
  14. actually this shouldn't be used for scripting purposes (yet) as currently waypoints are only assigned by the database-providers, scripting cannot use the waypoint-ids But yes, in long term, or in short term for situation where it is only need to know when any waypoint is reached - this is really usefull
  15. * What bug does the patch fix? What features does the patch add? Implements the Polarity Shift spells for Thaddius and Mechanolord Capacitus * For which repository revision was the patch created? 11751 * Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. none afaik * Who has been writing this patch? Please include either forum user names or email addresses. me Sorry for not having the different parts of this patch separated, this is due to historical implementing reasons The mechanics between the two bosses is so similar, that I thought it would fit to treat them in one patch I have tested an older version exhausively, but due to adding capacitus' spells I rearranged code and didn't retest carefully. Patch: (untested) http://paste2.org/p/1540034 Layout of these spells: main-spell, [debuff-aura, buff-aura (added stacking exceptions by icon) dmg spell] x (positive, negative) main-spell applies debuff aura onto random targets, according to Ntsc not random for every member, but split his target into two equally sized groups (*) buff aura is applied for every player depending on number of nearby players with same debuff aura every 5s. dmg spell hits only players, except they have same debuff aura (*) Targeting of Main-Spell As the main-spell affects _not_ every target independend, I moved the whole targeting of this effect into the last processed target. The alternative (as I see it) would have been to change the way DoAllEffectsOnTargets work to be able to store information about already handled targets; currently we only store a bool (processed or not), this could be extended (**) Applying the buff Aura The buff Aura is applied every 5s, however from my sources it rather looks like that: the DMG-spell should only hit the players without right aura - but currently I used that the dmg spell hits _all_players to apply the buffs with them. I think this is a sort of hack, but doing this part better doesn't feel natural - especially as we have no target filtering.
  16. never clearly not. And also there applies no general rule for such questions. What mangos nearly never accepts is to introduce a new hack to fix something, where it is likely that it will be possible to fix proper So the style "Hack until proper fix is around" is not applied at mangos.
  17. I assume you are on windows? In this case, download from http://code.google.com/p/msysgit/downloads/list the file Git-1.7.4-preview20110204.exe (well, or whatever is suitable, I would dl this one) Then you should uninstall all remaining git installations, if you cannot uninstall, possible delete old installation attempts. Then install Git from the downloaded installer, there in the beginning you can make a choice if you want "Git Bash here" in the context menu.
  18. http://udb.no-ip.org/index.php/topic,9543.msg64441.html#msg64441 is quite clear how to set up the world database with UDB.
  19. This ' "error" ' and also the link to wowhead should have told you that * it is no error, and as proof that it is correct that smelting thorium is gray (and hence no skillup) at 290 This should have told you: * how the design was meant, if you want to skillup with smelting, you should smelt the proper minerals. * ' instead of calling game bugs ' <-- there is no bug * 'do more research in the problem (in this case the lack of information about the proffesion) ' <-- what you are supposed to do Ofc reporting bugs is appreciated by devs and interested users, but not reading the given answers is not appreciated! (and if you did not understand the meaning of the answer, then ask what was meant, and not ask the same question again ) So, you got a sharp answer, likely no harm meant by anyone you didn't show the ppl who answered your question the respect that you actually cared to read their answers (clearify: you didn't show you read them, this is no statement about you reading them)
  20. * What bug does the patch fix? What features does the patch add? Fixes wrong faction based targeting of DynObject-Auras * For which repository revision was the patch created? 11325 * Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. none afaik * Who has been writing this patch? Please include either forum user names or email addresses. me Example where this makes a difference: * Supremus, and his summoned flames: - Supremus - npc 22898, faction = 16 - Supremus Punch Invis Stalker - npc 23095, faction = 1375 (summoned by spell 40126) factions and used spells have been confirmed by NF. - Triggered spell for dynobjects: 40255 The triggered dynObjects hit supremus, which is clearly wrong; Patch: http://paste2.org/p/1353675 Resp commit 743cd42bfc66541935d32f4877c755e64f51c629 Author: Schmoozerd <[email protected]> Date: Tue Mar 22 13:04:31 2011 +0100 AreaAura - Add original caster diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 0eff2aa..178d6ab 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -4005,13 +4005,14 @@ void Spell::EffectPersistentAA(SpellEffectIndex eff_idx) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RADIUS, radius); DynamicObject* dynObj = new DynamicObject; - if (!dynObj->Create(m_caster->GetMap()->GenerateLocalLowGuid(HIGHGUID_DYNAMICOBJECT), m_caster, m_spellInfo->Id, eff_idx, m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ, m_duration, radius)) + Unit* caster = GetAffectiveCaster() ? GetAffectiveCaster() : m_caster; + if (!dynObj->Create(m_caster->GetMap()->GenerateLocalLowGuid(HIGHGUID_DYNAMICOBJECT), caster, m_spellInfo->Id, eff_idx, m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ, m_duration, radius)) { delete dynObj; return; } - m_caster->AddDynObject(dynObj); + caster->AddDynObject(dynObj); m_caster->GetMap()->Add(dynObj); }
  21. how could it be? this is just basic math (multiplication of some numbers) as long as the private key is not obtained by illegal measures (like breaking into someone else's system) there is no problem in calculating some rsa keys..
  22. this is your place to report and ask for help: 2011-03-25 03:14:58 Using World DB: YTDB_0.14.1_R589
  23. well, I guess there is no need to break RSA, but it would be enough to break at least one given RSA key
  24. Seems that UDB doesn't yet have this included.. so either do this manually, try to take some testing data from somewhere else or wait until fixed in udb
  25. try a (more) proper database
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