Jump to content

breakwater

Members
  • Posts

    166
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

Posts 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. 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).

  4. 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

  5. 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 :D

  6. 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

  7. 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

  8. you need to remove [upgrade] file from solutions ACE_PROJECT and TBB_PROJECT.

    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.

  9. 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

  10. 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 :D

    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 :P) with no hack.

  11. 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:

    Using a negative value will result in the object starting out by being "despawned" until a script will spawn it. It will then despawn after the amount of time specified here has passed.

    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