Olion
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Everything posted by Olion
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Release 20 - Loot problem
Olion commented on kstrain's bug in Archived Reports (One)(Resolved issues)
So try to push, because I will not. -
Release 20 - Loot problem
Olion commented on kstrain's bug in Archived Reports (One)(Resolved issues)
Yes. The patch below fixes this bug. -
[Bug] Anger Management not working properly and Muck Frenzy walking on ground
Olion commented on easylife's bug in Mangos One
You are correct. [URL="https://github.com/mangosone/server/blob/develop21/src/game/WorldHandlers/SpellAuras.cpp#L6431"]This "ModifyPower"[/URL] should be put under the check if(target->IsInCombat()). -
Group Loot Zoning Crash
Olion commented on Aparadox's bug in Archived Reports (Zero)(Resolved issues)
The developers use the latest available version, which is one from the repo branch develop21 now. I switched to the older release20 branch, applied the patch and (after re-creating VS project files with cmake, what is my usual procedure) got the sources compiled cleanly. It means that you failed to apply the patch somehow. Reset your sources with "git checkout -f" and try again "git apply" ensuring there was no error on each step. Note that the patch does not require any change of the VS project, so if you use pre-built slns, they are ok still. I realize that it would be much more comfortable to get changes from the repo with "git pull", but the PRs [URL="https://github.com/mangoszero/server/pulls"]are not being merged for months[/URL], and we can do nothing about it. -
Group Loot Zoning Crash
Olion commented on Aparadox's bug in Archived Reports (Zero)(Resolved issues)
Use the patch provided. It accounts for a possibility of missing characters rolling for an item, on the instance map with the mob corpse. These characters will not get the rolled loot, though a roll is done for them and the group is informed about it. If such behaviour looks undesirable, the roll for such characters may be suppressed resulting in just a minor code complication. -
Group Loot Zoning Crash
Olion commented on Aparadox's bug in Archived Reports (Zero)(Resolved issues)
More specifically, a player opens a group loot and roll begins; he votes for rolled item (either need or greed); no others votes for the item (cannot say is this required); he leaves the instance (by heartstone so on) appearing on another map; when the roll expired, the core crashes. See Group.cpp:1120-1121. The cause is evident. -
Unfortunately, this copypaste from TC will not compile in Zero due to missing SpellInfo class. The problem of the casting mode for such spells, either player->player or questender->player, looks permanent :) The correct solution seems to use both modes depending on conditions. The above patch provides an incomplete list of the conditions. In general, the questender->player mode seems to be the reasonable one, except the spells which cannot be casted in this mode. Most of later spells have TARGET_SELF=1 (we don't need usually the questender to cast the reward spell on itself, do we?). After a brief look on the spells actually used for RewSpell, we've to add the spells either with TARGET_NONE=0 (the core interprets it as TARGET_SELF) or with SPELL_EFFECT_LEARN_SPELL=36, SPELL_EFFECT_TRADE_SKILL=47. The difference between these two solutions on the actual DB arises just for dummy auras 23356,23357. Checking if the core allows .cast back the auras from mob to player will solve the dilemma: if yes, then 2nd way (check spell effects); else 1st way (check TARGET_NONE=0 for non-empty spell effects). Again, due to missing SpellInfo class, a special method has to be created to check the mentioned conditions correctly basing on SpellEntry entity.
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Now in Zero warden, the main problem is that the (client) signatures are present for 5875 version, and some of these will fail for 6005 version. At least, it is the 634 check. Until multi-client support implemented, the check is better to be removed. The question is, should we do it globally in develop21 branch; I suggest no.
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[url]https://github.com/mangoszero/server/pull/10[/url] Nothing unpredictable; some TODOs are such that better be done :) CreatureAI::Reset() is called now right after AI construction also (in addition to default evade and respawn). Also, a minor correction introduced to the AT 522 "at_twiggy_flathead" script.
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Hm, I did not imagine that it will raise so fast. I suspect this is due to a detail I intended to fix sometime later :) Trying right now instead...
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[url]https://github.com/mangoszero/server/pull/6[/url] I introduced this with SD2 refatoring. Details: SD2::GossipSelect contained clearing of the player gossip menu, which become executed in cases when an NPC has an SD2 script does not overriding OnGossipSelect, and has also GossipMenuId defined in the creature_template.
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It is exactly about was my question. We have to ask the community, how oftenly Blizz took items out of players. I suppose it should be kept in all the later DBs but with nerfed stats from wowhead. In Zero, we may leave it also as a GM item, i.e. not attainable by players; the correct spells (auras) are to be found. Knowing the stats, it's simple task.
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It is not that simple. [URL="http://www.wowwiki.com/Fists_of_the_Unrelenting?oldid=251413"]Here[/URL] we see a bit different set of stats. By date: patch 1.12.0. [URL="http://www.wowwiki.com/Fists_of_the_Unrelenting?oldid=343958"]Here[/URL] is said that the item was found in drop only in Naxxramas beta-test, later it "can not be aquired ingame". Patch 1.12.2. [URL="http://www.wowwiki.com/Fists_of_the_Unrelenting?oldid=370922"]Here[/URL]: it is added back as a drop from Sapphiron, the same stats. Patch 2.0.3. [URL="http://www.wowwiki.com/Fists_of_the_Unrelenting?oldid=596201"]Here[/URL]: a bit different set of stats. Patch 2.1.0. [URL="http://www.wowwiki.com/Fists_of_the_Unrelenting?oldid=1060023"]Here[/URL]: yet another set of stats. Patch 2.3.2. [URL="http://www.wowwiki.com/Fists_of_the_Unrelenting"]The last version[/URL] tells that it was removed in Patch 3.0.2. However, the final mentioned stats differ from ones by wowhead. So, it was never available in Classic (up to us to create it there still), was available in TBC as Sapphiron drop, and was gone in former WotLK. The question is, were the item instances destroyed, or simply become not attainable with Naxxramas upgrade. Seeing wowhead stats (nerfed), I support the latter idea.
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[url]https://github.com/mangoszero/database/pull/227[/url] Tested, and seemingly I forgot nothing. It's funny also that the worgen tailor is a trainer, while he is vendor only in the human form. The only question left: should the worgens retain the weapon from their human form? Now they don't, feeling themselves good in combat with their claws.
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Another Scripting bug ?...
Olion commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
Cannot reproduce at current Zero version, even issuing the command from within the client. It means that the problem is either fixed, or appears at random depending on the moment the timer expires. For the latter case, should be tested at considerable online, like 100. -
Greatmother Hawkwind text incorrect...
Olion commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
[url]https://github.com/mangoszero/database/pull/226[/url] -
[url]https://github.com/mangoszero/database/pull/223[/url] Sorry.. I should sometimes read the [URL="http://getmangos.eu/wiki/Reference%20Information/DB/mangos/MaNGOSZero/spell_bonus_data.md"]documentation I created myself[/URL]. Well, after it will be applied :) This is close-to-full fix of the spell. The only problem left is the following. In case you have T8 bonus reducing HP loss due to this spell, the loss is calculated BEFORE the mana gain, and the MP gain is lowered too (by 12-16% depending on the talent). Thus, a problem in the core remains. Still ToDo.
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How should the blade work? I see the spell 28414 (as item enchant) proc'ing on melee/melee spell attack with 10% chance. Probably it is followed by the "Drain life" 29155 cast. However when does the blade say anything? Should it be at the same proc with the Drain life cast, or simply at random while equipped in/out of combat?
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FYI, the sound entries for the blade: 8906-8908, 8920-8928 (these work actually) and a combined entry with no effect due to missing core support, 8940. The thing should be scripted, and it is not an easy task. In TC, I would say it is simple SpellScript task for triggering spell 28441. Here we need some inventions with Unit class event processor, m_Events. Consider this as a sticker note to myself plz :) P.S. And no, we never play on the servers we are trying to develop/fix.
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[url]https://github.com/mangoszero/database/pull/221[/url] This is a partial fix. It improves the picture greatly due to correcting the bug in the spell_bonus_data (so forget about 1k HP losses), but the numbers got from the spells are strange still. It seems that spell/character level difference affects them. Leaving this as ToDo.
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Movemaps killing framerate...
Olion commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
Cannot reproduce. The sympthome is similar to this: [url]https://www.getmangos.eu/issue.php?issueid=887[/url] which was caused by an incomfortable for the client WP set. I wouldn't blame the PF mechanic. However it can cause this still while used for WP movement. -
Get Warson Gulch Mark of Honor outside the BG [QUOTE]GPS: Map 0 (Eastern Kingdoms) Zone: 796 (Scarlet Monastery) Area: 796 (Scarlet Monastery) (.die on self) You get: [Warson Gulch Mark of Honor] Set cooldown for Olion, to 180 seconds for next token kill Set YOUR cooldown, to 180 seconds for next token kill [PVP] [Olion] killed [Olion] [/QUOTE] The same effect gives self killing in map 189 (Scarlet Monastery), in Venomweb Vales nearly. Did not check it anywhere else. Is the bug due to the GM rights?
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[url]https://github.com/Olion17/ZeroCore/commit/233d3f5f7e01fda3909ad89ef9300ac06ea0ee3c[/url] Switching to the prepared statement mechanic, rely on them for string escape, as decribed [URL="http://stackoverflow.com/questions/4532572/escaping-string-for-sql-in-c"]here (with a bit excessive work)[/URL]. Tested for different mixing of single and double quotes in a whisper.
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Warlock pets not regenerating mana
Olion commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
The pet power regen was killed in Rel20 branch at Aug 2014. Here is the fix of that useful but, say, unlucky commit: [url]https://github.com/Olion17/ZeroCore/commit/6bfb014cac6badcea2ea71dac696c9c9ac138f97[/url] I wish it be the last bug with the pets :D but it is far from one. After a brief testing, it seems that now we have to teach the pets to actually use the energy, then correctly calculate spell CDs... but I hope these will be another bugreports.
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