Edoz
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Posts posted by Edoz
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nope because some triggers trigger at spell hit or resist...
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doesn't that mean that they have a hidden cooldown of 1 minute? because 1 PPM can proc more than once in a minute... right?
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that's a damn good application! if i got it right, when you have to apply 200 sql updated, this makes it in one click, right?
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a manual search would be better than search button, 'cause it works really bad.
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how do i download a non-master branch? i want to download mangos-0.12... how do i do that?
git pull mangos-0.12 ?
also, how do i make so that when i type git pull it updates mangos 0.12 and not master branch?
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keep us updatedI'm working in this ^^ -
by the way, shouldn't MySQL do this by default? i mean, it's a pretty obvious optimization not to write something that is already written...
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i like optimizations
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since for now this patch is not a workaround (it just make things work as they should), i think it should be committed. maybe in the expansion or other patches it bugs things up, but for this version...
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alright, then this patch sould also rename the movement flag... then it would be clearer.
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i think in the end they're just spells and sort of "mounts".
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data << uint32(GetTypeId() == TYPEID_PLAYER ? MOVEMENTFLAG_WALK_MODE : MovementFlags);
wait, doesn't this do exactly the oppisite? i mean, doesn't this send walk flag always for players instead of never?
(i might be mistaken because i never understood well that structure with the '?' but if i understood it correctly, when the condition is true then the first parameter after the ? is used...)
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if you plan to make the videgame with a new hardaware imput, well be sure the game also supports normal keyboard and mouse (just to make ppl think "hum, this game is pretty nice itself, but i wonder how awsome it would be with the hardware...") and also you should be prepared to make it reviewed by gaming sites, magazines etc but so that they try it with the new hardware. i don't think anyone is goind to pay 500$ if they aren't 99% sure it's worth it.
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hi guys, you probably know that blissard made a map for a BG called azshara crater but never implemented the battleground system for that map.
Now, what i want to know is if it's possible to make a working custom bg in that map. For example, to start with easy code, is it possible to make it work exactly as warsong gluch does? HW2 told me that the client sends opcodes that are specific to each official battleground so a custom bg could never work, what do you say?
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why did you remove those lines? they seem to have little/nothing to do with your fix
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hi everyone, this is one of my typical optimization patches, as i'm not good enough to fix major things
Index: AggressorAI.cpp =================================================================== --- AggressorAI.cpp (revision 5884) +++ AggressorAI.cpp (working copy) @@ -123,10 +123,10 @@ i_victimGuid = i_creature.getVictim()->GetGUID(); - if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE)) + if( i_creature.isAttackReady() ) { - if( i_creature.isAttackReady() ) - { + if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE)) + { i_creature.AttackerStateUpdate(i_creature.getVictim()); i_creature.resetAttackTimer(); } Index: GuardAI.cpp =================================================================== --- GuardAI.cpp (revision 5884) +++ GuardAI.cpp (working copy) @@ -110,10 +110,10 @@ i_victimGuid = i_creature.getVictim()->GetGUID(); - if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE)) + if( i_creature.isAttackReady() ) { - if( i_creature.isAttackReady() ) - { + if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE)) + { i_creature.AttackerStateUpdate(i_creature.getVictim()); i_creature.resetAttackTimer(); } Index: ReactorAI.cpp =================================================================== --- ReactorAI.cpp (revision 5884) +++ ReactorAI.cpp (working copy) @@ -72,10 +72,10 @@ i_victimGuid = i_creature.getVictim()->GetGUID(); - if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE)) + if( i_creature.isAttackReady() ) { - if( i_creature.isAttackReady() ) - { + if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE)) + { i_creature.AttackerStateUpdate(i_creature.getVictim()); i_creature.resetAttackTimer(); }
download: http://rapidshare.com/files/115840766/opti...tion.patch.html
edit: forgot to say why this patch. well, i think checking if something is near something else in the map is longer than checking if a variable is == 0 (that's what isattacking returns)
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ok, thanks, didn't know about the break rule
[Feature] [7860]+ Mobs fleeing and getting assistance
in ... acceptedOld
Posted
did you make it so that auras that prevent fleeing (judgement of justice) don't make the npc call assistance?