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Everything posted by Xenithar
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Is there a way we can force one to override the other? In fact, maybe we should take this conversation to PM since it is not related to the quest Chucksta is working on. I would like to have Eluna override SD2 for a week, do my weekly build, then allow SD2 to be the library in use. This way I can get some time in using both. Perhaps a GM command which would switch libraries?
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Well thanks! Now here comes something I did not think of. I do intend on using just SD2 in the long-run (when Zero is 100% perfect and we're on One or Two), but I use both so I can report any issues with either. Due to this, how will this quest be handled since it is handled in SD2 AND Eluna? Will SD2 or Eluna take lead? Will they both fire? What about the situation where say SD2 kicks off the quest but for some reason I turn it in and Eluna handles the turn-in?
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Rogue quest 6681 not starting... When you reach level 24, you are supposed to get a sealed letter from your trainers. I am now 44 and have not received the letter. In fact, this may be related to the trainers telling me they cannot train me and to find my own trainer. Since they're not recognizing me as a rogue, despite training me, they may not start the quest. Either way, this is WAY overdue for my undead rogue. A reference is linked below. [url]http://db.valkyrie-wow.org/?quest=6681[/url]
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2 times seal of rightousness rank 1
Xenithar commented on Goullio's bug in Archived Reports (Zero)(Resolved issues)
I will try to reproduce this. -
Wait, I thought you implemented this in Eluna? That looks like C++/SD2.
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Warlock pets not regenerating mana
Xenithar commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
No worries. Warlocks need love in general and this can wait. I know R20 needs to be released and once I get caught up with Le Froid and look into SD2 and the DB stuff, I will be happy to lend a hand here. -
Yeah the corpses sliding on the floor following you is hilarious. This appears to be an SD2 issue however. I have added it to my to-do list but it is down the line. The thing is, it works correctly the second time around so TECHNICALLY you could have a rogue aggro Mograine, vanish, and then the party could attack and have it work.
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I can when I login again. I'll get my weapon skill levels and everything. I normally keep my skill levels maxed or close to it. I have the attitude, if it moves, it dies. My melee skills stay high due to that. Either way, I will get you specifics this weekend if not tonight.
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Well the thing is, the second time around it is flawless. I may try to look at it, but right now the spell system is my focus.
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Seriously, bad... Alright, I ran SM Cathedral tonight to see if everything was correct. Everything was great until I hit Mograine. I was able to kill him, but then Whitemane walks out slowly and stands there instead of doing the scripted sequence. I almost kill her and she puts us to sleep. While asleep, she says nothing at first. Mograine's corpse slides to my mom and owns her. Then Whitemane rezzes Mograine. I kill them both again. We get no credit for Mograine. We begin walking out and Mograine's corpse slides along behind my mom. Once she exits, Mograine pops up with full health and runs back to the chapel. We go back, I kill him, the rez sequence works, I kill them both, we get credit and his corpse stops following us.
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Group loot doesnt work correctly
Xenithar commented on trimken's bug in Archived Reports (Zero)(Resolved issues)
No problem. Closing bug report. -
Warlock pets not regenerating mana
Xenithar commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
Is the current AI in SD2 or core? If it is in SD2 it should be moved to the core since it is a core functionality. I will volunteer to do that once my Linux system is back up. -
Then this isn't glancing. I am testing this on mobs my level. I will do more testing when I can actually play again.
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Rogue trainers text bug... Every rogue trainer in Undercity (possibly elsewhere) has the text "I cannot train you, you need to find your class trainer", but they do train my rogue character anyway.
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Warlock pets not regenerating mana
Xenithar commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
This is odd. Here is what is going on right now. [list] [*]Warlock pets lose all mana, but they can keep casting spells. However, using "Dark Pact" returns no mana, since the pet is really out [*]Hunter pets eventually lose all focus, but keep right on using skills, so this isn't as bad for them [*]NPC voidwalker minions have rage instead of mana, and it is maxed out [/list] -
I can confirm this. It REALLY makes the rogue hard to play at times.
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Sorry to break the news, but I killed a voidwalker minion and the server instantly died. I had five ranks of deadly poison 2 on him, and that MAT have ticked before I hit him. [code] WORLD: Sending SMSG_ATTACKERSTATEUPDATE AttackerStateUpdate: (Player) 3 attacked 66 (TypeId: 3) for 0 dmg, absorbed 0, blocked 0, resisted 0. WORLD: Received opcode CMSG_SETSHEATHED for Player Marrek (Guid: 3) - value: 1 PeriodicTick: Player Marrek (Guid: 3) attacked Pet (Petnumber: 537 Guid: 66) for 26 dmg inflicted by 2819 DealDamageStart deal dmg:26 to health:26 DealDamage Player Marrek (Guid: 3) Killed Pet (Petnumber: 537 Guid: 66) PLAYER: RewardHonor DealDamageAttackStop creature 66 stopped attacking player 3 player 3 stopped attacking creature 66 SET JUST_DIED Aura 3 now is remove mode 4 Aura 79 now is remove mode 5 Aura 133 now is remove mode 5 Aura 132 now is remove mode 5 DealDamageEnd returned 26 damage Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 0xb20f1b70 (LWP 3220)] 0x0eac300a in ?? () (gdb) backtrace #0 0x0eac300a in ?? () #1 0x0882df54 in SpellAuraHolder::Update (this=0xd955130, diff=100) at /home/---/zero/src/server/src/game/WorldHandlers/SpellAuras.cpp:5445 #2 0x086a0f95 in SpellAuraHolder::UpdateHolder (this=0xd955130, diff=100) at /home/---/zero/src/server/src/game/WorldHandlers/SpellAuras.h:154 #3 0x0868ba49 in Unit::_UpdateSpells (this=0xd8c8eb0, time=100) at /home/---/zero/src/server/src/game/Object/Unit.cpp:2979 #4 0x086828fa in Unit::Update (this=0xd8c8eb0, update_diff=100, p_time=100) at /home/---/zero/src/server/src/game/Object/Unit.cpp:329 #5 0x0871ba96 in Creature::Update (this=0xd8c8eb0, update_diff=100, diff=100) at /home/---/zero/src/server/src/game/Object/Creature.cpp:582 #6 0x086b6e0e in Pet::Update (this=0xd8c8eb0, update_diff=100, diff=100) at /home/---/zero/src/server/src/game/Object/Pet.cpp:600 #7 0x087dadee in WorldObject::UpdateHelper::Update (this=0xb20effc4, time_diff=100) at /home/---/zero/src/server/src/game/Object/Object.h:473 #8 0x087db558 in MaNGOS::ObjectUpdater::Visit (this=0xb20f11a0, m=...) at /home/---/zero/src/server/src/game/WorldHandlers/GridNotifiersImpl.h:54 #9 0x087e85f6 in VisitorHelper (v=..., c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:72 #10 0x087e826e in VisitorHelper > > (v=..., c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:85 #11 0x087e7c2c in VisitorHelper > > > (v=..., c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:86 #12 0x087e6edd in VisitorHelper > > > > (v=..., c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:98 #13 0x087e5cb0 in TypeContainerVisitor > > > > >::Visit (this=0xb20f1198, c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:127 #14 0x087e3f17 in Grid > > >, TypeList > > > >::Visit (this=0xda4e394, visitor=...) at /home/---/zero/src/server/src/framework/GameSystem/Grid.h:111 #15 0x087e1722 in NGrid > > >, TypeList > > > >::Visit > > > > (this=0xda4db88, x=@0xb20f00dc: 0, y=@0xb20f00d8: 9, visitor=...) at /home/---/zero/src/server/src/framework/GameSystem/NGrid.h:360 #16 0x087dd6ae in Map::Visit > > > > > (this=0xbb1e288, cell=..., visitor=...) at /home/---/zero/src/server/src/game/WorldHandlers/Map.h:449 #17 0x087d49e0 in Map::Update (this=0xbb1e288, t_diff=@0xb20f123c: 100) at /home/---/zero/src/server/src/game/WorldHandlers/Map.cpp:521 #18 0x088e3cd6 in MapManager::Update (this=0xb408e10, diff=48) at /home/---/zero/src/server/src/game/WorldHandlers/MapManager.cpp:184 #19 0x087f15fb in World::Update (this=0x8e51290, diff=48) at /home/---/zero/src/server/src/game/WorldHandlers/World.cpp:1498 #20 0x085b7fcf in WorldRunnable::run (this=0xbb5dcc8) at /home/---/zero/src/server/src/mangosd/WorldRunnable.cpp:66 #21 0x0898db5d in ACE_Based::Thread::ThreadTask (param=0xbb5dcc8) at /home/---/zero/src/server/src/shared/Threading.cpp:197 #22 0xb7f43171 in ACE_OS_Thread_Adapter::invoke() () from /usr/lib/libACE-6.0.3.so #23 0xb7f051cf in ace_thread_adapter () from /usr/lib/libACE-6.0.3.so #24 0xb77ccc39 in start_thread () from /lib/i386-linux-gnu/i686/cmov/libpthread.so.0 #25 0xb77399fe in clone () from /lib/i386-linux-gnu/i686/cmov/libc.so.6 [/code] This is a build from last Friday, if I am not mistaken. R20, of course.
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I did not see any messages in my log about glancing, but even then it should not glance repeatedly. For that matter, were glancing blows in Vanilla? I honestly do not remember this type of behavior in Vanilla. I do not remember damage this low at high levels in ANY version, for that matter.
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This sounds like pooling. On official, there were "pools" of each type of item in each area. Only so many could spawn at one time. When one was picked/mined, another instantly spawned elsewhere. This works well on populated servers. Not so much on solo servers.
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Quest 702 sequence bugged...
Xenithar commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
Emote 15 is sequence 15. There are loads of animations. This makes him do animation 15. There is a GM command to test these on yourself. I forget it though! -
2 times seal of rightousness rank 1
Xenithar commented on Goullio's bug in Archived Reports (Zero)(Resolved issues)
This is a bug when learning a new spell. When my rogue learns new ranks in sinister strike for example, he learns it twice. It shows two copies in his spellbook. However, once you log out of the game and then in again, one copy will be gone. -
every field boss instant, raid hp is very low
Xenithar commented on ascentu's bug in Archived Reports (Zero)(Resolved issues)
We should be posting stuff like that on the forum, or in a ticket. I can't use Skype since MS took it over and canned the 64bit Linux port. yes, we've had 64bit systems since 2003 but MS only writes 32bit code in 2014. Makes perfect sense. Anyhow, if you can get the SQL, I'll test it also. -
Quest 702 sequence bugged... This may be a script issue, not sure. When turning in 702, the Orc speaks instead of emoting. It says something like "%s feels the power rush through him..." instead of emoting it.
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Group loot doesnt work correctly
Xenithar commented on trimken's bug in Archived Reports (Zero)(Resolved issues)
That is how group loot works. One member is chosen to loot the corpse. Any items of green or better (unless you changed it) are rolled on by everybody. The next time a mob dies, somebody else gets to. Think of it like this. You have three players. Player A, B, and C. You kill a mob, player A is allowed to loot. You kill a mob, player B is allowed to loot. You kill a mob, player C is allowed to loot. You kill a mob, player A is allowed to loot. This repeats over and over again. If there is a green, blue, purple, or orange item on the corpse the entire party rolls on it and the winner gets it.
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