

terrorio
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Everything posted by terrorio
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Used -100 and once in a while the boss entered evade mode if none was attacking the boss. So sticking with -95 for now, works good enough.
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Hey all, Is it possible to reset the threat of a single target back to 1? I don't want to complete wipe the target, otherwise the creature might enter evade mode. Any tips are welcome.
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Hello everyone, Does anyone know where the core handles spells that makes your next spell instant cast? Nature swiftness for example, makes your next spell instant. The problem is that it gets removed on spell HIT, rather than spell CAST. Thanks, bye!
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Thanks for explanation, I understand now.
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Yes I know, but do the values from spell_proc_event override another procEx value? Or is there no other procEx value?
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Hello, Where do the procEx come from? I only see procFlags in the dbc files, but nowhere procEx. Are these automatically read from somewhere or manually assigned? Thanks. Edit: And how do you calculate IsFitToFamilyMask(UI64LIT(0x000000000), how do you know how many zero's(0) are needed after the 0x?
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As I read on the zero wiki page, the spells with the following aura's only work in the spell_proc_event table: http://wiki.udw.altervista.org/wiki/index.php?title=Spell_proc_event SPELL_AURA_PROC_TRIGGER_SPELL (42), SPELL_AURA_DUMMY (4), SPELL_AURA_OVERRIDE_CLASS_SCRIPTS (112) So how do you adjust the proc chance of aura's that do not have the above described aura's?
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Is there any update function that you can call at unequipping items to remove or update the stats for the removed dummy aura?
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Hello all, I've been playing around with some items, the problem I came across is that when you add an item that has a dummy spell with a + stat effect(+ 200 armor for example), and later you remove the item, the + stats remain the same, but they should decrease to the original stats. Anyone got a tip where to look for this problem? So for example: Base armor is 800 Equip item with dummy spell + 200 armor Total armor = 1000 Un-equip item with dummy spell Armor is still 1000, but should be 800. Any tips? Is the dummy effect still active for some reason?
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The one for buffs "You gain Arcane Intellect" for example.
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Hey all, does anyone know which packet is used to send the message "You gain X" into your combat log? Many thanks
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Difference between GetObjectGuid and GetPackGUID
terrorio replied to terrorio's topic in OldGeneral discussion
That's what I was looking for, Schmoorzed. Thanks a lot. -
Difference between GetObjectGuid and GetPackGUID
terrorio replied to terrorio's topic in OldGeneral discussion
Is the increased data usage notable? I was experimenting with some packets and the problem is that some packets only work with data GetObjectGuid(); and not with GetPackGUID(); So I assume it's safe to use GetObjectGuid(); where needed, right? -
Difference between GetObjectGuid and GetPackGUID
terrorio replied to terrorio's topic in OldGeneral discussion
Alright, thanks for clarifying! -
Difference between GetObjectGuid and GetPackGUID
terrorio replied to terrorio's topic in OldGeneral discussion
Does it make a difference if I use GetObjectGuid in sending packet data? data << m_caster->GetPackGUID(); or data << m_caster->GetObjectGuid(); Does it have a big impact on anything? -
Could someone explain the difference? Thanks!
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In the SharedDefine.h there is an 'enum Anim' with many animation ID's, how do you use them? enum Anim { ANIM_STAND = 0x0, ANIM_DEATH = 0x1, ANIM_SPELL = 0x2, ANIM_STOP = 0x3, ANIM_WALK = 0x4, ANIM_RUN = 0x5, ANIM_DEAD = 0x6, ANIM_RISE = 0x7, ANIM_STANDWOUND = 0x8, ANIM_COMBATWOUND = 0x9, ANIM_COMBATCRITICAL = 0xA, ANIM_SHUFFLE_LEFT = 0xB, ANIM_SHUFFLE_RIGHT = 0xC, ANIM_WALK_BACKWARDS = 0xD, ANIM_STUN = 0xE, ANIM_HANDS_CLOSED = 0xF, ANIM_ATTACKUNARMED = 0x10, ANIM_ATTACK1H = 0x11, ANIM_ATTACK2HTIGHT = 0x12, ANIM_ATTACK2HLOOSE = 0x13, ANIM_PARRYUNARMED = 0x14, ANIM_PARRY1H = 0x15, ANIM_PARRY2HTIGHT = 0x16, ANIM_PARRY2HLOOSE = 0x17, ANIM_PARRYSHIELD = 0x18, ANIM_READYUNARMED = 0x19, ANIM_READY1H = 0x1A, ANIM_READY2HTIGHT = 0x1B, ANIM_READY2HLOOSE = 0x1C, ANIM_READYBOW = 0x1D, ANIM_DODGE = 0x1E, ANIM_SPELLPRECAST = 0x1F, ANIM_SPELLCAST = 0x20, ANIM_SPELLCASTAREA = 0x21, ANIM_NPCWELCOME = 0x22, ANIM_NPCGOODBYE = 0x23, ANIM_BLOCK = 0x24, ANIM_JUMPSTART = 0x25, ANIM_JUMP = 0x26, ANIM_JUMPEND = 0x27, ANIM_FALL = 0x28, ANIM_SWIMIDLE = 0x29, ANIM_SWIM = 0x2A, ANIM_SWIM_LEFT = 0x2B, ANIM_SWIM_RIGHT = 0x2C, ANIM_SWIM_BACKWARDS = 0x2D, ANIM_ATTACKBOW = 0x2E, ANIM_FIREBOW = 0x2F, ANIM_READYRIFLE = 0x30, ANIM_ATTACKRIFLE = 0x31, ANIM_LOOT = 0x32, ANIM_SPELL_PRECAST_DIRECTED = 0x33, ANIM_SPELL_PRECAST_OMNI = 0x34, ANIM_SPELL_CAST_DIRECTED = 0x35, ANIM_SPELL_CAST_OMNI = 0x36, ANIM_SPELL_BATTLEROAR = 0x37, ANIM_SPELL_READYABILITY = 0x38, ANIM_SPELL_SPECIAL1H = 0x39, ANIM_SPELL_SPECIAL2H = 0x3A, ANIM_SPELL_SHIELDBASH = 0x3B, ANIM_EMOTE_TALK = 0x3C, ANIM_EMOTE_EAT = 0x3D, ANIM_EMOTE_WORK = 0x3E, ANIM_EMOTE_USE_STANDING = 0x3F, ANIM_EMOTE_EXCLAMATION = 0x40, ANIM_EMOTE_QUESTION = 0x41, ANIM_EMOTE_BOW = 0x42, ANIM_EMOTE_WAVE = 0x43, ANIM_EMOTE_CHEER = 0x44, ANIM_EMOTE_DANCE = 0x45, ANIM_EMOTE_LAUGH = 0x46, ANIM_EMOTE_SLEEP = 0x47, ANIM_EMOTE_SIT_GROUND = 0x48, ANIM_EMOTE_RUDE = 0x49, ANIM_EMOTE_ROAR = 0x4A, ANIM_EMOTE_KNEEL = 0x4B, ANIM_EMOTE_KISS = 0x4C, ANIM_EMOTE_CRY = 0x4D, ANIM_EMOTE_CHICKEN = 0x4E, ANIM_EMOTE_BEG = 0x4F, ANIM_EMOTE_APPLAUD = 0x50, ANIM_EMOTE_SHOUT = 0x51, ANIM_EMOTE_FLEX = 0x52, ANIM_EMOTE_SHY = 0x53, ANIM_EMOTE_POINT = 0x54, ANIM_ATTACK1HPIERCE = 0x55, ANIM_ATTACK2HLOOSEPIERCE = 0x56, ANIM_ATTACKOFF = 0x57, ANIM_ATTACKOFFPIERCE = 0x58, ANIM_SHEATHE = 0x59, ANIM_HIPSHEATHE = 0x5A, ANIM_MOUNT = 0x5B, ANIM_RUN_LEANRIGHT = 0x5C, ANIM_RUN_LEANLEFT = 0x5D, ANIM_MOUNT_SPECIAL = 0x5E, ANIM_KICK = 0x5F, ANIM_SITDOWN = 0x60, ANIM_SITTING = 0x61, ANIM_SITUP = 0x62, ANIM_SLEEPDOWN = 0x63, ANIM_SLEEPING = 0x64, ANIM_SLEEPUP = 0x65, ANIM_SITCHAIRLOW = 0x66, ANIM_SITCHAIRMEDIUM = 0x67, ANIM_SITCHAIRHIGH = 0x68, ANIM_LOADBOW = 0x69, ANIM_LOADRIFLE = 0x6A, ANIM_ATTACKTHROWN = 0x6B, ANIM_READYTHROWN = 0x6C, ANIM_HOLDBOW = 0x6D, ANIM_HOLDRIFLE = 0x6E, ANIM_HOLDTHROWN = 0x6F, ANIM_LOADTHROWN = 0x70, ANIM_EMOTE_SALUTE = 0x71, ANIM_KNEELDOWN = 0x72, ANIM_KNEELING = 0x73, ANIM_KNEELUP = 0x74, ANIM_ATTACKUNARMEDOFF = 0x75, ANIM_SPECIALUNARMED = 0x76, ANIM_STEALTHWALK = 0x77, ANIM_STEALTHSTAND = 0x78, ANIM_KNOCKDOWN = 0x79, ANIM_EATING = 0x7A, ANIM_USESTANDINGLOOP = 0x7B, ANIM_CHANNELCASTDIRECTED = 0x7C, ANIM_CHANNELCASTOMNI = 0x7D, ANIM_WHIRLWIND = 0x7E, ANIM_BIRTH = 0x7F, ANIM_USESTANDINGSTART = 0x80, ANIM_USESTANDINGEND = 0x81, ANIM_HOWL = 0x82, ANIM_DROWN = 0x83, ANIM_DROWNED = 0x84, ANIM_FISHINGCAST = 0x85, ANIM_FISHINGLOOP = 0x86, ANIM_FLY = 0x87, ANIM_EMOTE_WORK_NO_SHEATHE = 0x88, ANIM_EMOTE_STUN_NO_SHEATHE = 0x89, ANIM_EMOTE_USE_STANDING_NO_SHEATHE= 0x8A, ANIM_SPELL_SLEEP_DOWN = 0x8B, ANIM_SPELL_KNEEL_START = 0x8C, ANIM_SPELL_KNEEL_LOOP = 0x8D, ANIM_SPELL_KNEEL_END = 0x8E, ANIM_SPRINT = 0x8F, ANIM_IN_FIGHT = 0x90, ANIM_GAMEOBJ_SPAWN = 145, ANIM_GAMEOBJ_CLOSE = 146, ANIM_GAMEOBJ_CLOSED = 147, ANIM_GAMEOBJ_OPEN = 148, ANIM_GAMEOBJ_OPENED = 149, ANIM_GAMEOBJ_DESTROY = 150, ANIM_GAMEOBJ_DESTROYED = 151, ANIM_GAMEOBJ_REBUILD = 152, ANIM_GAMEOBJ_CUSTOM0 = 153, ANIM_GAMEOBJ_CUSTOM1 = 154, ANIM_GAMEOBJ_CUSTOM2 = 155, ANIM_GAMEOBJ_CUSTOM3 = 156, ANIM_GAMEOBJ_DESPAWN = 157, ANIM_HOLD = 158, ANIM_DECAY = 159, ANIM_BOWPULL = 160, ANIM_BOWRELEASE = 161, ANIM_SHIPSTART = 162, ANIM_SHIPMOVEING = 163, ANIM_SHIPSTOP = 164, ANIM_GROUPARROW = 165, ANIM_ARROW = 166, ANIM_CORPSEARROW = 167, ANIM_GUIDEARROW = 168, ANIM_SWAY = 169, ANIM_DRUIDCATPOUNCE = 170, ANIM_DRUIDCATRIP = 171, ANIM_DRUIDCATRAKE = 172, ANIM_DRUIDCATRAVAGE = 173, ANIM_DRUIDCATCLAW = 174, ANIM_DRUIDCATCOWER = 175, ANIM_DRUIDBEARSWIPE = 176, ANIM_DRUIDBEARBITE = 177, ANIM_DRUIDBEARMAUL = 178, ANIM_DRUIDBEARBASH = 179, ANIM_DRAGONTAIL = 180, ANIM_DRAGONSTOMP = 181, ANIM_DRAGONSPIT = 182, ANIM_DRAGONSPITHOVER = 183, ANIM_DRAGONSPITFLY = 184, ANIM_EMOTEYES = 185, ANIM_EMOTENO = 186, ANIM_JUMPLANDRUN = 187, ANIM_LOOTHOLD = 188, ANIM_LOOTUP = 189, ANIM_STANDHIGH = 190, ANIM_IMPACT = 191, ANIM_LIFTOFF = 192, ANIM_HOVER = 193, ANIM_SUCCUBUSENTICE = 194, ANIM_EMOTETRAIN = 195, ANIM_EMOTEDEAD = 196, ANIM_EMOTEDANCEONCE = 197, ANIM_DEFLECT = 198, ANIM_EMOTEEATNOSHEATHE = 199, ANIM_LAND = 200, ANIM_SUBMERGE = 201, ANIM_SUBMERGED = 202, ANIM_CANNIBALIZE = 203, ANIM_ARROWBIRTH = 204, ANIM_GROURARROWBIRTH = 205, ANIM_CORPSEARROWBIRTH = 206, ANIM_GUIDEARROWBIRTH = 207, ANIM_EMOTETALKNOSHEATHE = 208, ANIM_EMOTEPOINTNOSHEATHE = 209, ANIM_EMOTESALUTENOSHEATHE = 210, ANIM_EMOTEDANCESPECIAL = 211, ANIM_MUTILATE = 212, ANIM_CUSTOMSPELL01 = 213, ANIM_CUSTOMSPELL02 = 214, ANIM_CUSTOMSPELL03 = 215, ANIM_CUSTOMSPELL04 = 216, ANIM_CUSTOMSPELL05 = 217, ANIM_CUSTOMSPELL06 = 218, ANIM_CUSTOMSPELL07 = 219, ANIM_CUSTOMSPELL08 = 220, ANIM_CUSTOMSPELL09 = 221, ANIM_CUSTOMSPELL10 = 222, ANIM_StealthRun = 223 };
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I tried with mmaps, and the creature felt down to the ground once it stops moving in the air.
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Mangos Version: z1809 (latest) Custom Patches: none SD0 Version: z0477 (latest) Database Name and Version: z0476 (latest) MangosZero database How it SHOULD work: Creature should be hovering instead of standing in the air while not moving. How it DOES work: When a creature flys, it goes all perfect while moving. But when a creature stops in the air, he stands in the air like on the ground, but should be hovering.
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Mangos Version: z1809 (latest) Custom Patches: none SD0 Version: z0477 (latest) Database Name and Version: z0476 (latest) MangosZero database How it SHOULD work: After a spell/ability has been interrupted(Silence/kick/stun/counterspell etc.) The visual of the spell that has been interrupted should dissapear. How it DOES work: Currently when you interrupt a target's spell (Player or NPC) the visual of the spell remains forever, it doesn't dissapear. This makes it harder to notice further spell casting done by the enemy.
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[11827][IN DEV] Creature Linking via Database
terrorio replied to Auntie Mangos's topic in ... acceptedOld
Indeed, this is awesome! more retail feeling -
Hello, I'm wondering about something. If I create a list and sort it like this: sort(ObjectDistanceOrder(m_creature)). Is it possible to go through the list from the beginning till the end, but let's say with a 200 millisecond delay between each increment? Example, List with 3 different objects: Object 1 ->Say something - Wait 200 milliseconds before Object 2 executes it's thing Object 2 ->Say something - Wait again 200 milliseconds Object 3 ->Say something It's a little bit hard to explain but I hope somebody understands.
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As far as I know, all the bosses that cast conflagration will ignore the players who have the debuff on them. However I'm not sure about other spells that has the 'UNIT_STAT_CONFUSED' effect. will do more research I'm glad it's working though.
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thanks for the info, learned some more about the threat manager now. Got it working now, but not sure if it's clean
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Gouge is indeed removed due to damage, however Conflagration doesn't get removed due to damage, But the creature should still go for another target. Is it possible to check for the UNIT_STAT_CONFUSED?(Conflagration) and in what files is this handled by the core? Just learning stuff
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