arrai
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Everything posted by arrai
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Forget (almost) everything what I've said in my prior post. NoFantasy just told me some details: Such creatures have the flag UNIT_NPC_FLAG_SPELLCLICK set which causes that special icon. If a player clicks on such a player, CMSG_SPELLCLICK is sent. So we probably need an additional table, which maps creature entries to spellids, which are casted on interaction.
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I suspect a bad hack at blizzard servers: If you click on them, they take you as their target before adding yout stuff to the inventory and disappearing afterwards. That makes me think they used CMSG_GOSSIP_HELLO and add the item/despawn the npc there - there is no looting window. If the client is really sending CMSG_GOSSIP_HELLO, I guess it has to be implemented unsing ScriptDev2 EDIT: Such creatures are used for quest 1200, the questitem has a chance to be looted from item 35792 and that item, which is "looted" from these NPCs is created by a spell. So most probably their Hello function looks like "m_creature->CastSpell(47096, looter); m_creature->despawn();"
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Nice finding, will have a look at this :lol: EDIT: WorldMapOverlay part added in 7545, undercity requires more research
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Have a look at Player::UpdateZone
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http://github.com/XTZGZoReX/multimangos/tree/master
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Derex has written a thread about this somewhere, it's called MultiMaNGOS. But I don't know how far he is implementing this - it's not trivial
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Your patch seems to be a lot more hacky than it had to be. What about implementing Aura 262, it seems to be related to AuraStates?
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Scriptdev2 is what you are looking for http://scriptdev2.com/showthread.php?t=3228
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A suggestion:Make item_template avalible to reload
arrai replied to a topic in OldGeneral discussion
It's the same problem as with creature_template: what should happen, if you remove the template of a creaturer/item, which is currently in use? -
That message can''t be compared to a segmentation fault, it's just an assertion which failed - that message alone doesn't proof that there are no crashes in Sphere.The only proper way to get a more stable mangos is to use static code analysis/code review and pay attention to backtraces from users. That way crashes can be avoided as a whole.
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src/mangosd/Master.cpp: void run(void) { if(!_delaytime) return; sLog.outString("Starting up anti-freeze thread (%u seconds max stuck time)...",_delaytime/1000); m_loops = 0; w_loops = 0; m_lastchange = 0; w_lastchange = 0; while(!World::IsStopped()) { ZThread::Thread::sleep(1000); uint32 curtime = getMSTime(); // normal work if(w_loops != World::m_worldLoopCounter) { w_lastchange = curtime; w_loops = World::m_worldLoopCounter; } // possible freeze else if(getMSTimeDiff(w_lastchange,curtime) > _delaytime) { sLog.outError("World Thread hangs, kicking out server!"); *((uint32 volatile*)NULL) = 0; // bang crash } } sLog.outString("Anti-freeze thread exiting without problems."); }
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It should be no problem to create a scripting library which uses lua as it's scripting language. All you have to do is to maintain the C style script calls, what happens "after" that doesn't matter for mangos DISCLAIMER: I do not, never had and probably never will have the motivation to implement such a thing. I for myself think that LUA is horrible language
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Where exactly is the problem? Are those zone coordinates calculated correctly and the conversion to that wowhead string fails? I had a look at the mangos source and it says: Did you considered that swapping?
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Are you sure that ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD is rewarded for quests done at <3.0.3 times? Also RewOrReqMoney can be < 0 and will decrease the counter in your query for quest requiring money to complete - is this intended? :confused:
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Once all achievements are implemented, I planed to export all additional conditions, which cannot be found in dbc files, to an sql table in a uniformed format. Since currently not even all achievement criteria are implemented, it's nearly impossible to know which kind of additional conditions are required.
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I visited MC at 243 times with my level 70 character and lava ticked for 600 dmg. It was easily healable by a single priest. I doubt they have changed this in the meantime, what was the time your source has been in that instance?
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strange, I added the counter, but not the completion part :confused: Added in 7001, ty
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The player titles can be extracted from CharTitles.dbc, the PlayerFlags can be achieved by observation - set that flag to a character, look what happens and name it afterwards
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added in [6973], thanks
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Well, I tried to trade with a horde GM character with an alliance player character, but it failed - I changed the factions but it doesn't worked either, so I guess that the client checks the races for such actions.
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I once tried something similar but I did see no other solution than changing the characters race - there seems to be some client restrictions :mellow:
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There is a special forum for the russian mangos community, maybe you will find your answer there: mangos.ru
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pushed in 6880, thanks
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Indeed, freghar would be a nice addition for the team. But I wonder about the intention of this vote::NoFantasy has been suggested as a new developer, but nothing did happen. Is this just a preliminary vote, which will be relevance as soon as the suggested person applies? Or do you want to "invite" them to become developers?:confused:
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Maybe you have a wrong idea how mangos implements spells - it doesn't code each of theml explicitily! A spell contains of up to 3 spell effects, these define what a spell does. The implementation of each spell effect can be found in src/game/SpellEffect.cpp.
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