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caeruleaus

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Posts posted by caeruleaus

  1. void BattleGround::HandleKillPlayer( Player *player, Player *killer )
    {
       // add +1 deaths
       UpdatePlayerScore(player, SCORE_DEATHS, 1);
    
       // add +1 kills to group and +1 killing_blows to killer
       if (killer)
       {
           uint32 v_level1 = (player->getLevel());
           uint32 loot = (1000*v_level1);
           uint32 exp = (100*v_level1);
           killer->SetUInt32Value(PLAYER_XP, killer->GetUInt32Value(PLAYER_XP) + exp);
           killer->ModifyMoney(loot);
           UpdatePlayerScore(killer, SCORE_HONORABLE_KILLS, 1);
           UpdatePlayerScore(killer, SCORE_KILLING_BLOWS, 1);
    
           for(BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
           {
               Player *plr = objmgr.GetPlayer(itr->first);
    
               if (!plr || plr == killer)
                   continue;
    
               if (plr->GetTeam() == killer->GetTeam() && plr->IsAtGroupRewardDistance(player))
               {
                   plr->SetUInt32Value(PLAYER_XP, plr->GetUInt32Value(PLAYER_XP) + exp);
                   plr->ModifyMoney(loot);
                   UpdatePlayerScore(plr, SCORE_HONORABLE_KILLS, 1);
               }
    
           }
       }
    
       // to be able to remove insignia -- ONLY IN BattleGrounds
       if (!isArena())
           player->SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE );
    }

  2. void BattleGround::HandleKillPlayer( Player *player, Player *killer )
    {
       //keep in mind that for arena this will have to be changed a bit
    
       // add +1 deaths
       UpdatePlayerScore(player, SCORE_DEATHS, 1);
    
       // add +1 kills to group and +1 killing_blows to killer
       if (killer)
       {
    Unit *pVictim = killer->getVictim();
           uint32 v_level1 = (pVictim->getLevel());
           uint32 loot1 = (1000*v_level1);
           killer->GiveXP(100*v_level1);
           killer->ModifyMoney((int32)loot1);
           UpdatePlayerScore(killer, SCORE_HONORABLE_KILLS, 1);
           UpdatePlayerScore(killer, SCORE_KILLING_BLOWS, 1);
    
           for(BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
           {
               Player *plr = objmgr.GetPlayer(itr->first);
    
               if (!plr || plr == killer)
                   continue;
    
               if (plr->GetTeam() == killer->GetTeam() && plr->IsAtGroupRewardDistance(player))
    	Unit *pVictim = killer->getVictim();
                   uint32 v_level1 = (pVictim->getLevel());
                   uint32 loot1 = (1000*v_level1);
                   plr->GiveXP(100*v_level1);
                   plr->ModifyMoney((int32)loot1);
                   UpdatePlayerScore(plr, SCORE_HONORABLE_KILLS, 1);
           }
       }
    
       // to be able to remove insignia -- ONLY IN BattleGrounds
       if (!isArena())
           player->SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE );
    }

  3. NEW:

    The new mangos 1.12.X server project is located here: http://www.udw.altervista.org/zeroproject/

    The repo is here: http://github.com/mangoszero/mangoszero

    OLD: Apparently freghar made a mangos 1.12.X repo, though it hasnt been updated since october

    http://github.com/freghar/mangos-112/

    and then dythzer was working on reverting the mangos-0.12 branch to accept 1.12.X clients

    http://github.com/mangos-rollback/rollback

    I might try and start working on this as i've been interested in a classic server for WoW and have a few friends that would be very interested. If anyone has any interest it would be pretty cool to maybe getting a decent working copy going.

    EDIT: Apparently Vladimir and Neo2003 are working on a 06 milestone of mangos which is for 1.12.1 I just found it after looking at all the mangos repos.

    http://github.com/VladimirMangos/mangos-06

  4. yes, there is a function to set grids active when there isn't a player in it. The only reason grids aren't always active is because that would be ridiculously cpu intensive. What really needs to be implemented is a way to calculate creature movement in non-active grids and be able to figure out where the creature will be when someone does happen to move near it.

  5. you can make a php script for a website that can use RA sockets can't you? I might be mistaken though. Anyways, the main problem with this was that while the server is running this can cause mysql errors because the server could be writing to the same spot that this is and cause errors or something along that line.

  6. I believe that the visibility update interval on official is pretty slow because if you move really fast into an area, mobs don't show up right away. I've had it where i showed up somewhere and was being attacked before I could even see what was around me (I have a good comp and internet connection, it wasn't lag and it's happened multiple times.) Slowing down the update interval seems like the way to go to me. Also, as i stated in the grid speedup thread, as you move away you can see mobs for up to about 300 yards and i think it mostly has to do with update time because if you move to about 200 yards and wait, the mobs will disappear after ~2-3 seconds.

  7. it's fine to do with the core as you please. Just don't post anything about it being a public server and if you do happen to release the "code" make sure to attach the original mangos source code with it (part of GPL license). If the mods are anything useful to core development, it would also be nice to share them with the community by either posting in the development section if it's custom content, and in the under review section if it's something that makes the core more stable or furthers development.

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