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bogie

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  1. Arrai and me created a class for xml output for mangos some days ago: Xml.h file: http://paste2.org/p/150797 (stuff this into src/shared/) an example for how to implement: http://paste2.org/p/150799 you will need to add this to Xml.h or any suitable included .h file(somehow didnt work for World.h -> its been late that day ;D): uint16 XmlExportKeys[xml_EXPORT_MAX_INDEX] = {OBJECT_FIELD_GUID, UNIT_FIELD_LEVEL, UNIT_FIELD_MAXHEALTH, UNIT_FIELD_MAXPOWER1, UNIT_FIELD_MAXPOWER2, UNIT_FIELD_MAXPOWER3, UNIT_FIELD_MAXPOWER4, UNIT_FIELD_MAXPOWER5, UNIT_FIELD_MAXPOWER6, UNIT_FIELD_MAXPOWER7, UNIT_FIELD_MINDAMAGE, UNIT_FIELD_MAXDAMAGE, UNIT_FIELD_MINOFFHANDDAMAGE, UNIT_FIELD_MAXOFFHANDDAMAGE, UNIT_FIELD_STAT0, UNIT_FIELD_STAT1, UNIT_FIELD_STAT2, UNIT_FIELD_STAT3, UNIT_FIELD_STAT4, UNIT_FIELD_ATTACK_POWER, UNIT_FIELD_RANGED_ATTACK_POWER, PLAYER_GUILDID, PLAYER_GUILDRANK, PLAYER_BLOCK_PERCENTAGE, PLAYER_DODGE_PERCENTAGE, PLAYER_PARRY_PERCENTAGE, PLAYER_EXPERTISE, PLAYER_CRIT_PERCENTAGE, PLAYER_RANGED_CRIT_PERCENTAGE, PLAYER_SPELL_CRIT_PERCENTAGE1, PLAYER_FIELD_LIFETIME_HONORBALE_KILLS}; char* XmlExportTags[xml_EXPORT_MAX_INDEX] = {"guid", "level", "maxhealth", "maxpower1", "maxpower2", "maxpower3", "maxpower4", "maxpower5", "maxpower6", "maxpower7", "mindamage", "maxdamage", "minoffdamage", "maxoffdamage", "stat0", "stat1", "stat2", "stat3", "stat4", "attackpower", "rangedattackpower" "guildid", "guildrank", "blockpercentage", "dodge", "parry", "expertise", "crit", "rangedcrit", "spellcrit", "honorablekills"}; this will create a players.xml file with all stats mentioned in XmlExportTags plus name and class have fun with it
  2. funny thing on offi: i had the "can only be used from behind" message once with mutilate as well which was rather confusing ;D
  3. earthbind totem does apply it to stealthed players, if you read the patchnotes carefully you will see a change where it says that the totem still applies its effect but will not break stealth anymore!
  4. There are several phases even on other quests. for example if you do a specific quest lateron you will be in a different phase when you enter a certain vehicle aso. hence it is not limited to quests.
  5. hmm multithreading sounds more like for the average users use, not for the learning process mangos tries to achieve. thus id vote for multiprocessing, since that will hold much more stability and is actually what a server with a huge ammount of clients needs.
  6. afaik wyk3d is already working on a solution for that, stay tuned . however i use git-gui(mysgit?) and it works like a charm
  7. well you should look into session management, if you want to do like clustering, you would have to transfer the session of that player to server B.
  8. when running mangos do it this way: gdb mangos-world then it will show some info when it comes to: (gdb) type: run and let the server startup, when the server crashes simply type: bt or bt full dont forget to copy last lines of serverlog as well!
  9. look into Player.cpp search for: line 16728 : bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
  10. use any debugging utility to debug that crash... NOONE will help you otherwise. (gdb(linux) or just in time debug(windows)) how? SEARCH
  11. on linux you can create objects(due to the unability of windows to allow access to objectassesor if i remember right!) check that sd2 topic: http://forums.scriptdev2.com/index.php?sho...c=1122&st=0 still im not sure how your access stuff should be like? do you want to make a certain map instanced?
  12. i would suggest you to have a function called inside that you can add more checks than in this simple switch
  13. his client is a console application with no grafiks and no interface anyway. the only thing it cans is to reply to whispers aso.
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