Jump to content

breakwater

Members
  • Posts

    166
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

Everything posted by breakwater

  1. In my opinion the gear score addon make this fault, because gear score is Scanning people around you( equipment...). In background gearscore set the scanning victim in target and if you teleport a friend, you teleport your scanning victim.
  2. Ok, now i know the reason why the effect ist not apply again. The Unit is not delete from the "affected target list" when the unit go outside of area. my temp fix Edit: DON'T USE THIS FIX, Take a look in the my threat in the review part. a link is below diff --git a/src/game/DynamicObject.cpp b/src/game/DynamicObject.cpp diff --git a/src/game/GridNotifiersImpl.h b/src/game/GridNotifiersImpl.h index f240d86..e0eab10 100644 --- a/src/game/GridNotifiersImpl.h +++ b/src/game/GridNotifiersImpl.h @@ -148,8 +148,8 @@ inline void MaNGOS::DynamicObjectUpdater::VisitHelper(Unit* target) return; } - if (i_dynobject.IsAffecting(target)) - return; + //if (i_dynobject.IsAffecting(target)) + //return; SpellEntry const *spellInfo = sSpellStore.LookupEntry(i_dynobject.GetSpellId()); SpellEffectIndex eff_index = i_dynobject.GetEffIndex(); Know someone the codepart, where the area aura is remove? That we can delete the Unit from "affected target list"
  3. OK sry i have misunderstood. Yes i use RSA code
  4. Maybe it's a problem from your and rsa(my) code. can someone confirm that's a mangos master problem? @feanordev: can I have the link from old topic?
  5. Hi all, I have a problem with all DynamicObjects. My Problem, i think a problem of mangos too, i am a user of rsa repo. How it DOES work: If i join the spellradius of DynamicObject, i get the spelleffect. (all OK) If i leave the spellradius of DynamicObject, i lose the spelleffect. (all OK) if i join again the spellradius of DynamicObject, i get NO spelleffect. How it SHOULD work: i think the player or npc should get the spelleffect again. SD2 Version: Database Name and Version : I think SD2 and Database is uninteresting. this is a core bug. Maybe someone can help me. If this bug is already post. Sry for double post. In my opinion the Search function in this forum is very bad. You can reproduce this Problem very good with the spell 62807 (Starlight - Duration 60 seconds - instant spell - no channel).
  6. At first it is a problem with the server. Metamorphosis has 3 minutes spellcooldown. The talent nemisis reduce the spellcooldown to 2 minutes(3 of 3 points), but nemesis reduce not all spells from metamorphosis metamorphosis has a lot of trigger spells. There are 2 solutions for your problem: 1. fix nemesis that, that nemesis effects all metamorphosis trigger spells 2. Remove the cooldown from trigger spell, if the trigger spell has cooldown, but not the mainspell I have choose the second solution, because I hope this fix other shapeshifts too, like fast switching between cat and direbear or shadowform and normalform https://github.com/Reamer/mangos/commit/025ac44771c7235bcf3989bc765d6b91649761dd I hope this helps you and sorry for my bad english
  7. doesn't work 100% OK pls reject and close
  8. What bug does the patch fix? What features does the patch add? Fix the Reduce for the buff Attuned to Nature (Freya Buff) there a three spells, one reduce 25, an other 10 and an other 2. For which repository revision was the patch created? 11265 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. I dont know Who has been writing this patch? Please include either forum user names or email addresses. me SQL Part: because ScriptTarget DELETE FROM spell_script_target WHERE spell_script_target.entry IN (62525,62524,62521); INSERT INTO spell_script_target (entry, type, targetEntry) VALUES (62525, 1, 32906), (62524, 1, 32906), (62521, 1, 32906); Core Part diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 70578c3..9a67fd7 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -7525,6 +7525,42 @@ void Spell::EffectScriptEffect(SpellEffectIndex eff_idx) return; } + case 62521: // Attuned to Nature 25 Dose Reduction + { + if (!unitTarget && unitTarget->GetTypeId() != TYPEID_UNIT) + return; + + if(SpellAuraHolder* natureAura = unitTarget->GetSpellAuraHolder(62519)) + { + if(natureAura->ModStackAmount(-25)) + unitTarget->RemoveAurasDueToSpell(62519); + } + break; + } + case 62524: // Attuned to Nature 2 Dose Reduction + { + if (!unitTarget && unitTarget->GetTypeId() != TYPEID_UNIT) + return; + + if(SpellAuraHolder* natureAura = unitTarget->GetSpellAuraHolder(62519)) + { + if(natureAura->ModStackAmount(-2)) + unitTarget->RemoveAurasDueToSpell(62519); + } + break; + } + case 62525: // Attuned to Nature 10 Dose Reduction + { + if (!unitTarget && unitTarget->GetTypeId() != TYPEID_UNIT) + return; + + if(SpellAuraHolder* natureAura = unitTarget->GetSpellAuraHolder(62519)) + { + if(natureAura->ModStackAmount(-10)) + unitTarget->RemoveAurasDueToSpell(62519); + } + break; + } case 62705: // Auto-repair { if (!unitTarget) enjoy
  9. Mangos is only the Core(spells, Talents, World, Connection) Take a Look into Scriptdev2 forum, in this Forum are a lot of scripts in the moment i have no Link sry google can help
  10. Tell me some spellids that we can find a patter. Edit: in this two spells are a difference. One spell with caster and the other without caster
  11. What bug does the patch fix? What features does the patch add? Fix the spell Searing Light & Gravity Bomb For which repository revision was the patch created? 11265 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. i don't know Who has been writing this patch? Please include either forum user names or email addresses. me Infos: I'm a user from rsa-repo, maybe patchfile doen't work. Patchfile http://paste2.org/p/1321824 diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index b87a819..4d21250 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -1634,6 +1634,10 @@ void Spell::SetTargetMap(SpellEffectIndex effIndex, uint32 targetMode, UnitList& case 55479: // Force Obedience case 59870: // Glare of the Tribunal (h) (Halls of Stone) case 62374: // Pursued Ulduar Leviathan + case 63018: // Searing Light nonhero + case 63024: // Gravity Bomb nonhero + case 64234: // Gravity Bomb hero + case 65121: // Searing Light hero case 65950: // Touch of Light case 67296: case 67297: @@ -2326,6 +2330,19 @@ void Spell::SetTargetMap(SpellEffectIndex effIndex, uint32 targetMode, UnitList& } break; case TARGET_ALL_FRIENDLY_UNITS_IN_AREA: + // Searing Light + if (m_spellInfo->Id == 63023 || m_spellInfo->Id == 65120) + { + FillAreaTargets(targetUnitMap, m_caster->GetPositionX(), m_caster->GetPositionY(), radius, PUSH_SELF_CENTER, SPELL_TARGETS_HOSTILE); + break; + } + // Gravity Bomb + else if (m_spellInfo->Id == 63025 || m_spellInfo->Id == 64233) + { + FillAreaTargets(targetUnitMap, m_caster->GetPositionX(), m_caster->GetPositionY(), radius, PUSH_SELF_CENTER, SPELL_TARGETS_HOSTILE); + targetUnitMap.remove(m_caster); + break; + } // Death Pact (in fact selection by player selection) if (m_spellInfo->Id == 48743) { If someone has improvements, tell me
  12. same problem on my server. i have the refer friendsystem too+ only one char is infected What i have make: a long fly... ".save" on character log out log in and then a long fly... any solutions?
  13. Take a look in the database mangos table creature_template Search the Boss with his entry. Now you can change the model_id and name for Boss X. Test the models with gm-character with command ".modify morph [number]" if you Know the real boss with His specific model id, make this Boss in Target of your gm-character and write".npc info" now you have a lot of informations about this npc, also the model id. I hope, i can help you with this sry for my Bad english
  14. The Bear get stamina, no hp. I don't know wheather this Patch is working, but it looks good. Maybe the Call for modify stamina modification function is missing.
  15. This is no help for me Any other solutions? My compile error german: 1>------ Erstellen gestartet: Projekt: ACE_Project, Konfiguration: Release Win32 ------ 2>------ Erstellen gestartet: Projekt: revision.h, Konfiguration: Release Win32 ------ 1>Performing ACE_Build step for 'ACE_Project' 2>Das Buildprotokoll wurde unter "file://h:\\meinWoW3\\cmake\\revision.h.dir\\Release\\BuildLog.htm" gespeichert. 2>revision.h - 0 Fehler, 0 Warnung(en) 1>Project : error PRJ0019: Ein Tool hat einen Fehlercode aus folgender Quelle zurückgegeben: "Performing ACE_Build step for 'ACE_Project'" 1>Das Buildprotokoll wurde unter "file://h:\\meinWoW3\\cmake\\dep\\ACE_wrappers\\ACE_Project.dir\\Release\\BuildLog.htm" gespeichert. 1>ACE_Project - 1 Fehler, 0 Warnung(en) 3>------ Erstellen gestartet: Projekt: TBB_Project, Konfiguration: Release Win32 ------ 3>Performing TBB_Build step for 'TBB_Project' 4>------ Erstellen übersprungen: Projekt: uninstall, Konfiguration: Release Win32 ------ 4>Für diese Projektmappenkonfiguration wurde kein zu erstellendes Projekt ausgewählt. 3>Project : error PRJ0019: Ein Tool hat einen Fehlercode aus folgender Quelle zurückgegeben: "Performing TBB_Build step for 'TBB_Project'" 3>Das Buildprotokoll wurde unter "file://h:\\meinWoW3\\cmake\\dep\\tbb\\TBB_Project.dir\\Release\\BuildLog.htm" gespeichert. 3>TBB_Project - 1 Fehler, 0 Warnung(en) 5>------ Erstellen gestartet: Projekt: realmd, Konfiguration: Release Win32 ------ 6>------ Erstellen gestartet: Projekt: mangosd, Konfiguration: Release Win32 ------ 5>Verknüpfen... 6>Verknüpfen... 6>LINK : fatal error LNK1181: Eingabedatei "ACE.lib" kann nicht geöffnet werden. 5>LINK : fatal error LNK1181: Eingabedatei "ACE.lib" kann nicht geöffnet werden. 6>Das Buildprotokoll wurde unter "file://h:\\meinWoW3\\cmake\\src\\mangosd\\mangosd.dir\\Release\\BuildLog.htm" gespeichert. 6>mangosd - 1 Fehler, 0 Warnung(en) 5>Das Buildprotokoll wurde unter "file://h:\\meinWoW3\\cmake\\src\\realmd\\realmd.dir\\Release\\BuildLog.htm" gespeichert. 5>realmd - 1 Fehler, 0 Warnung(en) 7>------ Erstellen übersprungen: Projekt: INSTALL, Konfiguration: Release Win32 ------ 7>Für diese Projektmappenkonfiguration wurde kein zu erstellendes Projekt ausgewählt. ========== Erstellen: 1 erfolgreich, Fehler bei 4, 9 aktuell, 2 übersprungen ========== english translation from me 1>------ Started creating: Project: ACE_Project, Configuration: Release Win32 ------ 2>------ Started creating: Project: revision.h, Configuration: Release Win32 ------ 1>Performing ACE_Build step for 'ACE_Project' 2>The Build protokoll save in "file://h:\\meinWoW3\\cmake\\revision.h.dir\\Release\\BuildLog.htm" 2>revision.h - 0 Error, 0 warnings 1>Project : error PRJ0019: One Tool has a error from source: "Performing ACE_Build step for 'ACE_Project'" 1>The Build protokoll save in "file://h:\\meinWoW3\\cmake\\dep\\ACE_wrappers\\ACE_Project.dir\\Release\\BuildLog.htm" 1>ACE_Project - 1 Error, 0 warnings 3>------ Started creating: Project: TBB_Project, Konfiguration: Release Win32 ------ 3>Performing TBB_Build step for 'TBB_Project' 4>------ jump over Building: Project: uninstall, Configuration: Release Win32 ------ 4>For this Project-folder-Configuration no project is choosen>Project : error PRJ0019: One Tool has a error from source: "Performing TBB_Build step for 'TBB_Project'" 3>The Build protokoll save in"file://h:\\meinWoW3\\cmake\\dep\\tbb\\TBB_Project.dir\\Release\\BuildLog.htm" 3>TBB_Project - 1 Error, 0 Warnings 5>------ Started creating: Project: realmd, Configuration: Release Win32 ------ 6>------ Started creating: Project: mangosd, Configuration: Release Win32 ------ 5>Link... 6>Link... 6>LINK : fatal error LNK1181: "ACE.lib" can not open 5>LINK : fatal error LNK1181: "ACE.lib" can not open 6>The Build protokoll save in"file://h:\\meinWoW3\\cmake\\src\\mangosd\\mangosd.dir\\Release\\BuildLog.htm" 6>mangosd -1 Error, 0 Warnings 5>The Build protokoll save in"file://h:\\meinWoW3\\cmake\\src\\realmd\\realmd.dir\\Release\\BuildLog.htm" 5>realmd - 1 Error, 0 Warnings 7>------ Jump over Creating: Project: INSTALL, Configuration: Release Win32 ------ 7>For this Project-folder-Configuration no project is choosen ========== Creating: 1 sucess, Error 4, 9 actual, 2 jump over ========== I use Win7 64-bit, but i want make a compile for 32-bit mangos I have start this compile with Visual C++ 2008 Express Edition I hope someone can help me.
  16. Rsa repo: a fork (under project) from mangos Master(standard core) a Link to rsa repo https://github.com/rsa/mangos see all repos from Mangos Master take this Link https://github.com/mangos/mangos/network/members for more Infos about git: use google or the Search function in this Forum I hope this help you sry for my Bad english
  17. A short answer: Random Battleground is not implemented in mangos master. RSA repo has a implementation for Random Battleground.
  18. Update: I hope this is right https://github.com/Reamer/mangos/commit/1d9c4446279742c9f40cdc7f4481af85b5bac513 but i have stacking with SpellPower (Totems etc.) I hope someone can help me
  19. I have problems with the Spell 28374 (Decimate) The target for the Script Effekt is (22, 7) in my opinion this code make the targets. Why attack this spell not all target (players and other mobs)? case TARGET_AREAEFFECT_INSTANT: { SpellTargets targetB = SPELL_TARGETS_AOE_DAMAGE; // Select friendly targets for positive effect if (IsPositiveEffect(m_spellInfo->Id, effIndex)) targetB = SPELL_TARGETS_FRIENDLY; UnitList tempTargetUnitMap; SpellScriptTargetBounds bounds = sSpellMgr.GetSpellScriptTargetBounds(m_spellInfo->Id); // fill real target list if no spell script target defined FillAreaTargets(bounds.first != bounds.second ? tempTargetUnitMap : targetUnitMap, m_caster->GetPositionX(), m_caster->GetPositionY(), radius, PUSH_DEST_CENTER, bounds.first != bounds.second ? SPELL_TARGETS_ALL : targetB); if (!tempTargetUnitMap.empty()) { for (UnitList::const_iterator iter = tempTargetUnitMap.begin(); iter != tempTargetUnitMap.end(); ++iter) { if ((*iter)->GetTypeId() != TYPEID_UNIT) continue; for(SpellScriptTarget::const_iterator i_spellST = bounds.first; i_spellST != bounds.second; ++i_spellST) { // only creature entries supported for this target type if (i_spellST->second.type == SPELL_TARGET_TYPE_GAMEOBJECT) continue; if ((*iter)->GetEntry() == i_spellST->second.targetEntry) { if (i_spellST->second.type == SPELL_TARGET_TYPE_DEAD && ((Creature*)(*iter))->IsCorpse()) { targetUnitMap.push_back((*iter)); } else if (i_spellST->second.type == SPELL_TARGET_TYPE_CREATURE && (*iter)->isAlive()) { targetUnitMap.push_back((*iter)); } break; } } } } // exclude caster targetUnitMap.remove(m_caster); break; } At the moment this spell attack only players. I hope someone can help me
  20. the complete Fix for Everlasting Affliction take a look HERE and the spell proc entry DELETE FROM spell_proc_events WHERE entry = 47201; INSTERT INTO spell_proc_events VALUES (47201,0,5,16393,16393,16393,262144,262144,262144,0,0,0,0,65536,0,0,0); I use this Way of Fix on my Server
  21. Maybe we can change the type to "GAMEOBJECT_TYPE_SPELLCASTER = 22" Then we can work with phaseMask to "spawn" or "despawn" the portal. Thanks to kb_z for the hack^^ Each portal (in dalaran, shattrath) has the type 22. I have never hear that the portal disappear I know that is a hack, but a good one in my opinion. What is your opinion for this solution? I also know, the better place for this is in ScriptDev2 or UDB forum, but i hope, that this reach more persons. Maybe someone has a core solution (mangos Forum ) with no hack.
  22. I think the error is correct Compare your creature_tempate sql format table with https://github.com/mangos/mangos/blob/master/src/game/SQLStorages.cpp (look in your own file^^) the order and number must correct with your table i = int (number) s = string (charcters) f = float (number) b = boolean (false/ true) I hope this is a help for you
  23. confirm with you Revils Have someone a solution for this gameobject and my problem?
  24. How i can prevent the despawn after use from one player? Big Thanks to Schmoozerd Maybe with or ???both are 0 in UDB-DB
  25. Other Problem: After use the portal is invisible for players, only one player can change phase with trigger spell^^ the manuell way is not good. I hope for a core handling My hope: I need only the function for "spawn" (make visible) for players.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use