

Ceris
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Everything posted by Ceris
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on our server, we have this issue too. If player is dead and server crashes (player is still in ghost form) then it looks like corpse disappears: button "ressurect now" is clickable, but clicking him does nothing. Player must go see spirit healer, but most of the spirit healers (probably all) in whole zone where the playeris dead "dissapears" (player cant see them so he cant interact with them) for this player along with his corpse.
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if you are using UDB database, you can change it in database table instance_template, column reset_delay set to 1 for heroic dungeons and Rate.InstanceResetTime set to 1
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You probably dont get the point here, if you kill boss in any raid (10 man or 25 man) or heroic dungeon, you must get instance bind to this instance. Instance bind means, that you cant kill that boss in time shorter than it is defined. For heroic dungeons it is +- one day, for raids it is +- one week. If you can kill boss in raid, then go out of instance, reset the instance and then kill the boss again then you have broken data in your database - check flags_extra=1 for that boss as stated by Wojta. "Reset all instances command" must not affect instances, which you are bound to. Edit: Wojta has been faster:D
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this is database problem, this has nothing to do with mangos code
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mangos: 9496 sd2: for mangos 8900+ UDB 387 ACID 303 How it should work: When in party with some draenei (if you are not draenei), then you must have only one buff of heroic presence. If you are draenei, then you shouldnt have any buffs of heroic presence How it works now: When you are in group with more than one draenei, then you have chance to gain two buffs of heroic presence at one time (cases described below) How to reproduce: 1) With other race (for example night elf) then draenei, invite draenei hunter, paladin or warrior to party, you will get heroic presence aura on yourself. Then invite draenei shaman, priest or mage to same party (with first draenei still in party), you will get second buff from heroic presence at the same time and this two draeneis will have one buff of heroic presence. 2) If you are in party with for example two draenei warriors or one draenei warrior and one draenei paladin, then you will get only one buff of heroic presence. Same when you are in party with for example two draenei mages. Draenei charracters from the same group (paladin/warrior/hunter or mage/priest/shaman) as the second draenei character in party will not get any buff from heroic presence, becouse they have this buff on yourselves as passive. Where is the problem (probably) in TBC, there were two pasive abilities - heroic presence (spell 6562) for draenei hunters, warriors and paladins which affected melee/ranged hit chance, and inspiring presence (spell 28878) for draenei shamans, priests and mages which affected spell hit chance (check playercreateinfo_spell table). In WotLK, this two abilities becomes one (with combining melee/ranged and spell hit chance to one stat), but this two auras remained and it looks like they are stacking because they are different spells even with same icon and effects.
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database problem, set unit_flags UNIT_FLAG_DISABLE_MOVE in creature_template
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diminishing returns for honor gain has been removed a long time ago, I think when TBC has been released
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rogue: master poisoner (envenom part) should be fixed in revision 9365
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[10327][BUG] Argent Crusade Commendation Badge, spell 61311
Ceris replied to a topic in OldBug reports
this is maybe because in 3.3.0 patch notes is this maybe this is done by some "worldwide constant", which is affecting every way reputation could be gained: commandation badges, daily quests, ... and the reputation is not changed on every single item/quest. Maybe adding something like ReputationMultiplier could help solve this issue. Use of some kind of this constant could explain, why description of effect and description on item is different. -
this should help: UPDATE spell_bonus_data SET dot_bonus=1.15 WHERE entry IN (55078,55095);
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pasdVn: 3.2.0 patch notes:
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couldnt be cooldown handled same/similar way as he is handled by potions? Cooldown on potions only starts when you are out of combat or after you leave combat.
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It looks like there are spawned some mobs maybe with wrong flags.
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I think it should be targetGuid, instead of guid.
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in [9280] is implemented using scrolls of enchants on items, not creating scrolls of enchants from reagents.
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[9282] is correct revision number
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What bug does the patch fix? What features does the patch add? Corrects damage of Faerie Fire (Feral) while in bear form For which repository revision was the patch created? 9273 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. couldnt find any Who has been writing this patch? Please include either forum user names or email addresses. Me. DELETE FROM spell_bonus_data WHERE entry = 60089; INSERT INTO spell_bonus_data VALUES (60089, 0, 0, 0.15, 'Druid - Faerie Fire (Feral) Triggered');
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what about giving more details? For example what database are you using, what lvl you have when you try to learn Journeyman riding, and so on.
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I looked a little into this and maybe I find something. Maybe, this is totally wrong idea, but maybe not. I think that in SharedDefines.h, in SpellCastResult is missing suitable failed spell cast result for this spell, something like SPELL_FAILED_NOT_IN_COMBAT I hope, that Disengage has SPELL_EFECT_LEAP_BACK then in Spell.cpp into function Spell::CheckCast(bool strict) add around line 4446 (somewhere into "effects of spells that have only one target") this: case SPELL_EFFECT_LEAP_BACK: if(m_spellInfo->Id == 57636) { if(!m_caster->IsInCombat()) return SPELL_FAILED_NOT_IN_COMBAT; } break;
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tooltip of spell: tooltip of buff: Where you have, that charges must be consumed only by frost spells? Charges has been consumed only by frost spells on patch 2.4.3, not on patch 3.3.0.
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you mean teleporting to arena before strart? Elsewhere, warlock and circle didnt need to be "in line of sight" of each other, demonic circle teleportation should work even through textures, only restriction to teleport is that player must be closer than 40 yards to circle. So this is not bug/exploit.
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I think you didnt understand this. When you kill creature, which gives aliance vanguard/horde expedition reputation (this must be set in database), then check for tabard and add reputation depending on tabard. If creature has in database any other faction than aliance vanguard/horde expedition, then add reputation normally to faction which is in database for this creture. So if it is implemented this way, you cant farm aliance vanguard/horde expedition reputation anywhere in the world, but only on mobs, which has the aliance vanguard/horde expedition faction setted in database.
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no, this is new feature from patch 3.3.0
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Yes, the spell itself (backward jump) is working long time, but not as it should work. Disengage could be usable only if you are in combat, but now you can use Disengage even if you are out of combat.
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I think eNeRGy means something like this: In DB, fill reputation gain of all related cretures (in heroics and 80 lvl dungeons) to alliance vanguard/horde expedition factions. Then on creature kill, check if creture has reputation setted to those two factions. If no, then add reputation normally to setted fraction as it is on database. If yes, then check if player has tabard equipped. If he hasnt, then add reputation to aliance vanguard/horde expedition factions. If he has, then add reputation to faction represented by tabard.
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