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Schmoozerd

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Everything posted by Schmoozerd

  1. Description of the feature? Removes SetCombatMovement from CreatureEventAI (and in progress from SD2, ScriptedAI) and move it to CreatureAI For which repository revision was the patch created? 10360, merges and compiles fine with Rev 10637 Is there a thread in the bug report section or at lighthouse? no Who has been writing this patch? me Reasons for changeing: * Nearly same Code on two different places * If CombatMovement can be set on CreatureAI level, there is no need to write extra scripts (Acid or SD2) to only set the combatMovement for Encounter-trigger mobs (ie Supremus Vulcanos) About the change: As there is a _slight_ difference between SD2 SetCombatMovement and EventAI SetCombatMovement, I added an additional param to take care of this difference. The param I put in the way, that it means less work for SD2 (because EventAI only uses it once) - but if you would prefer the (more logic) opposite meaning of this bool (default value that is), it is up to NF whether he thinks it is a good thing to recheck every place in SD2 where CombatMovement was used (the way it is now is that this isn't needed) [Patch] http://paste2.org/p/952389 (checked only on a few mobs with removed SD2 SetCombatMovement and EventAI Ranged-Casters, but they were ok)
  2. and in addition_ * legal issues, * the devs aren't the same, so there would be more 'commit access' problems possible * SD2 is a relative easy starting point for C++ beginners, so if it was included in mangos, it might become more difficult to get started * less functions available to SD2, so less hacks possible
  3. no, this has to be rewritten (if still needed), because of Laise's new aura system (which by the way fixed some stacking problems)
  4. ytdb released this week, link is http://filebeam.com/2d4e436f6cede74222ec71710f3e6dbc (for MaNGOS 10344) but it is no udb
  5. how would I implement something special for one particular boss? like we always did it: in SD2 directly I had in mind to only implement the things that are needed in Core and Acid, not to provide a generic system for SD2 (because we always would be able to iterate the threat list there) However if a Dev says something like "gee, I always wanted to do something with functors" then I am perfectly fine to add a functor version, and move my flags to functors
  6. updated, and added an additional flag, that I intend to use for SelectHostileTarget. So in my view further progression: * Move EventAI Casts to additional checks for SpellRange/ LoS (to prevent missing casts) * SD2 can use it whereever needed * SelectHostileTarget - I think this one needs updateing, as for some bosses there we need to only melee ranged targets, and if not cast some spells or similar; an idea (could also be handled different) would be for this http://paste2.org/p/949047 (though not yet tested)
  7. sql/mangos.sql should give you a clean DB structure, there you can see if someting changed
  8. you need a git rev and extractor rev matching your client patch (this was about ~9600 for 332)
  9. updated for recent cleanup changes in achievementMgr
  10. he is missing a scriptname, hence forgotten to apply the SD2 updates (or at lest use the scriptname_full.sql) and sd2 registration should work (Kingpin checked not so long ago)
  11. perhaps stupid question: but what if the Unit has more than 1 aura with the same Id? wouldn't then be unclear what happened?
  12. What bug does the patch fix? What features does the patch add? Implement ScriptEffect for Spell Consume Soul in Boss Bronjahm Encounter http://www.wowhead.com/spell=68861 This Spell should trigger the selfhealing of Bronjahm, done with http://www.wowhead.com/spell=68858(or by SpellDifficulty heroic: 69047) For which repository revision was the patch created? 10340 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 diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 30befc2..a83c1c9 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -6486,6 +6486,10 @@ void Spell::EffectScriptEffect(SpellEffectIndex eff_idx) unitTarget->CastSpell(unitTarget, 66747, true); return; } + case 68861: // Consume Soul (ICC FoS: Bronjahm) + if (unitTarget) + unitTarget->CastSpell(unitTarget, m_spellInfo->CalculateSimpleValue(eff_idx), true); + return; case 69377: // Fortitude { if (!unitTarget) Remark2: The spell needs the boss as target DELETE FROM spell_script_target WHERE entry=68861; INSERT INTO spell_script_target VALUES (68861, 1, 36497);
  13. look into sub directories, especially 0.16 dir
  14. why do you say so: (from ~10300) it's both for IDs void ChatHandler::ShowNpcOrGoSpawnInformation(uint32 guid) { if (uint16 pool_id = sPoolMgr.IsPartOfAPool<T>(guid)) { uint16 top_pool_id = sPoolMgr.IsPartOfTopPool<Pool>(pool_id); if (!top_pool_id || top_pool_id == pool_id) PSendSysMessage(LANG_NPC_GO_INFO_POOL, pool_id); else [color=RED] PSendSysMessage(LANG_NPC_GO_INFO_TOP_POOL, pool_id, top_pool_id);[/color] if (int16 event_id = sGameEventMgr.GetGameEventId<Pool>(top_pool_id)) { GameEventMgr::GameEventDataMap const& events = sGameEventMgr.GetEventMap(); GameEventData const& eventData = events[std::abs(event_id)]; if (event_id > 0) PSendSysMessage(LANG_NPC_GO_INFO_POOL_GAME_EVENT_S, top_pool_id, std::abs(event_id), eventData.description.c_str()); else PSendSysMessage(LANG_NPC_GO_INFO_POOL_GAME_EVENT_D, top_pool_id, std::abs(event_id), eventData.description.c_str()); } } else if (int16 event_id = sGameEventMgr.GetGameEventId<T>(guid)) { GameEventMgr::GameEventDataMap const& events = sGameEventMgr.GetEventMap(); GameEventData const& eventData = events[std::abs(event_id)]; if (event_id > 0) PSendSysMessage(LANG_NPC_GO_INFO_GAME_EVENT_S, std::abs(event_id), eventData.description.c_str()); else PSendSysMessage(LANG_NPC_GO_INFO_GAME_EVENT_D, std::abs(event_id), eventData.description.c_str()); } }
  15. thanks guys, this really looks like a problem place! perhaps it would be simplier to use after deletion slowingAuras = target->GetAurasByType(SPELL_AURA_MOD_DECREASE_SPEED); itr = slowingAuras.begin();
  16. I can reproduce several client crashs with UDB and showing the map (I think related to POI and quests) Example: Troll Hunter Questchain to tame a pet
  17. the actual used GO is the fishing bobber, and hence our GO script would be called for _every_ fishing attempt. So, to script a pool, we would have to check for map/ zone, use a grid searcher to see if we might be fishing in a pool, etc, this cannot be better.
  18. so, where is the crash?
  19. 'save' is nothing, and use which ever pleases you more infact I only can recommand to use a parallel second DB for testing these scripts
  20. What bug does the patch fix? What features does the patch add? Implement DummyAura removal Effect for Spell Corrupt Soul in Boss Bronjahm Encounter http://www.wowhead.com/spell=68839 This Spell should spawn npc 36535 done with http://www.wowhead.com/spell=68846 For which repository revision was the patch created? 10409 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 diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index f4b6575..b9f5272 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -2333,6 +2333,10 @@ void Aura::HandleAuraDummy(bool apply, bool Real) } return; } + case 68839: // Corrupt Soul + target->CastSpell(target, 68848, true, NULL, this); + target->CastSpell(target, 68846, true, NULL, this); + return; } // Living Bomb Thanks to Toinan for pointing to the missing KnockBack spell
  21. What bug does the patch fix? What features does the patch add? Set MaxTarget for Fear Spell in Boss Bronjahm Encounter http://www.wowhead.com/spell=68950 For which repository revision was the patch created? 10320 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 MaxAffectedTargets = 0 in DBC diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index 11df7b1..24e2eb5 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -1489,6 +1489,7 @@ void Spell::SetTargetMap(SpellEffectIndex effIndex, uint32 targetMode, UnitList& case 38794: // Murmur's Touch (h) case 50988: // Glare of the Tribunal (Halls of Stone) case 59870: // Glare of the Tribunal (h) (Halls of Stone) + case 68950: // Fear (ICC: Forge of Souls) unMaxTargets = 1; break; case 28542: // Life Drain
  22. it especially depends on the spells, ie many dummy effects have such behaviour, and these should be (and are) coded in Mangos (or SD2 depending on information)
  23. oh yes, the stalagg chain should have target = stalagg, and the feugen chain should have target = feugen But I think this might already be in the common databases if you have a wipe, the add will remove their auras, and hence the aura is no more present (in contrast to the visual chain, because to remove this you have to tesla->InterruptMeleeCast(true) So for encounter script there would be need to recast the chain on Wipe
  24. Original script by The_Game_master: http://pastebin.com/yr57W2dY (I am very sure he is ok with me forwarding it, as he posted in a now deleted topic) This is a slightly modified version of the reguiding part: http://paste2.org/p/937708 but I even don't know, if it would work, because my system is to slow to execute it in reasonable time
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