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michalpolko

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Posts posted by michalpolko

  1. Stacking of holders needs complete rewriting, not just hotfix like that.

    I worked on it some time ago, I dont remember now who was the author of the base code I used (he can be found somewhere in Under Review section).

    You can find some useful code here: https://github.com/michalpolko/mangos/tree/aura_stacking (a little outdated now) or on mangosR2 repository (there were some further implementations, most important - stacking of holders from different creatures in instances, I don't remember author now ;P) https://github.com/mangosR2/mangos

    On my repo you can track changes with history of revision file: https://github.com/michalpolko/mangos/commits/aura_stacking/revision_aura_stacking.txt

    I hope you will find something useful there ;)

  2. Anybody knows if somebody has at least attempted to implement heroic difficulty setting in Icecrown Citadel? Any info or any code would be appreciated, because I want it working soon, since I almost fully finished scripting ICC (and it would be nice not to implement any workarounds/hacks ;) )

  3. Are those "hooks for scripting library for spells" really something like those weird classes of scripts for spells in tc2?

    I don't know if this can truly be better than handling spells in core, grouped by their effects... It would just spread the code and make things less clear.

    About the list...

    Pets rewriting... The biggest problems are stats and multipets. Stats bug is the easiest to fix ;) Scaling auras are not used (at least not all of them). We need formulae and list of scaling auras and use them, thats all.

    Aura stacking is not a big issue, needs only checking of groups of auras by auratypes and like 1 - 2 additional functions for handling that.

    But rules of dividing the aura stacking groups is the real big issue for mangos, because "exceptions code" aka HACKZ is not approvable and some spell attributes must be found in dbc or something as stupid as this. ;P Again, playing a researcher comes into the topic...

    For me a true milestone was pathfinding/mmaps and a big applaud for that to all the authors and contributors.

    Next true milestones would be: general support for checking for GameObjects in Line of Sight for spells and yes, VEHICLES!

    Dungeon Finder or Wintergrasp more like features.

    Oh and handling movement/animations of creatures like on retail servers would also be a really big step forward with all recent movement changes. ;)

  4. There are problems with some single mobs also, when you agro them they go through you and position themself behind you, so you constantly have to turn 180 degrees after they reach you in order to be able to attack them.And they are not rogues or w.e, just plain elementals or humanoids.

    The most important is that when You turn around to attack it, it goes behind You again and You can't attack it at all.

    This bug is present for only some of the creatures. One of them is 36626 as far as I remember...

  5. Hm, yes, there are similiar spells like Blood Nova in ICC Saurfang encounter (as far as I remember) and if there is a spell that deals dmg to the target and friendly units around then it has 2 separate effects for this. I can't remember now what spell was that but there was one... I guess it was XT-002 light bomb...

    The amounts of dmg need research, maybe basing on youtube videos or players' experience. I can't do that so...

  6. If someone leave an lfg group, is leader show an popup with rejoining queue proposal? yes

    Only leader recieve this popup? yes

    Is that proposal always sended no mater if dungeon is finished or not? yes

    If leader accept proposal, rolescheck recasted? don't know. probably not

  7. You don't need "0" in code, just "-" ;-)

    This implementation looks nice.

    Of course somebody will come here and say that it should be done via triggering some spell that gives mana and steals health and it should be called with custom basepoints; I would do it this way ;D But didn't find such spell.

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