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ChanF07

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  1. Not DB or core related (ithink) Needs a SD2 script for the talk options to work and for the mount to be applied.
  2. ChanF07

    MMaps Redux

    7zip can be extracted with the tool from here for Windows. For linux check your distribution package manager (off the top of my head Ubuntu has one in the software picker)
  3. The wild threat wackyness isn't a problem of this patch. Rather it's more likely the threat coefficients for the spells are wrong; if you know the spell id and the threat coefficient from somewhere try tinkering with the spell_threat table in the mangos database.
  4. From what I see this patch just puts another table to hold mails that you can send. To make an interface means a php script that puts in some values or etc (I don't have said script). I wouldn't use the patch since it'd be too easy to put a bad query in and screw the server or slow it down just by the update calls.
  5. "SQL ERROR: MySQL server has gone away" means that the mangosd can't talk to the SQL server; most likely the mysql process crashed out or something. Probably unrealted to this patch, since this deals with the core.
  6. Assuming you coefficient is right the SQL modification would probably look something like: -- Updating coefficients for Lifebloom Final Heal DELETE FROM `spell_bonus_data` WHERE `entry` IN (`33778`); INSERT INTO `spell_bonus_data` (`entry`, `direct_bonus`, `dot_bonus`, `ap_bonus`, `comments`) VALUES (`33778`, `0.646`, `0`, `0`, `Druid - Lifebloom Final Heal`) On a side note someone should post a patch in the under review section with all the code etc so the patch isn't forgotten.
  7. So you mean something like <ignore since proper one is in first post now> For the other part do we just drop the target line altogether? Anyways thanks for your feedback.
  8. Not too sure about source (http://forums.worldofwarcraft.com/thread.html?topicId=17367606461&sid=1) but Which would indicate indeed last stand is autocastable.
  9. Reminds me is there a less hacky way to check whether the talent is active? Because the talent, from memory doesn't list cause an searchable dummy aura for the normal spell icon/familyflags check. Also if you still read this Vladimir any idea on why the initial code's !isAlive fails? Also previous post edited; not sure if less hacky but hopefully better.
  10. Since the Ghoul pet is only permanent if talent is known; more checks are need most likely and a check within the cast code is needed should the player respec and unlearn talent. What the dummy handle code would look like case SPELLFAMILY_DEATHKNIGHT: { switch (m_spellInfo->Id) // Summon Ghoul case 46584: { bool ptype =(m_caster)->HasSpell(52143); bool level = if( unitTarget->getLevel() > MaNGOS::XP::GetGrayLevel(m_caster->getLevel())); bool humanoid = if( unitTarget->GetCreatureType() == CREATURE_TYPE_HUMANOID); bool item = if((Player*)m_caster)->HasItemCount(37201,1)); bool dead = if(unitTarget->!isAlive()); int spell0 = 0; if(level=false) { if(item=true) return; else break; return; if(dead=false) { if(item=true) return; else break; return; if(humanoid = false) { if(item=true) return; else break; return; if(ptype=false) { spell0 =52150 } else { spell0 = 46585 } (m_caster)->CastSpell(m_caster,spell0 ,false); } return; Ofc none of this code is check for consistency, optimisation, style and full working; its just to give an rough outline of what I think can be done as a temp patch. Should someone (or someday after more learning, me) be able to do the get random target check, it would be a simple matter of setting that target as unitTarget or some other pointer for this code to work. Also I don't have access to the latest source atm so I can't help code, test, write code better or see the cannabailse code (if someone reposts the relevent sections I may be able to guesstimate some working code).
  11. I guess the latter option would be a better idea, as long its was a general check for dead creatures nearby. Come to think of it doesn't SD2 have functionality like this already? Maybe a pointer could be found there...
  12. From memory unitTarget->GetTypeId() == TYPEID_PLAYER isn't needed since Raise Ally exists for that condition. (Not mentioning that for friendly players they have control of ghoul) Oh yeah the bit about the lack of xp and etc; just define the temp ghoul as a guardian and that handles that (petstats are handled by db). Btw all the sLog.outError calls are debugs atm right? cause the console would light up fast and make it harder to trawl through the logs. About the isDead check, it maybe that its has to be separated from the other checks due to some weird bug (or feature is design); from memory the only way isDead/Alive called is usually as a separate check like; if(xyz=00100110) { if(unitTarget=isDead) { break; } ...etc Either that it was designed like this or we could be overloading the if() statement (no idea on this) In reality it probably would be less hacky to make an operator that uses the CreatureLastSearcher, specified for a dead target then apply humanoid/xp filter. But this sorta too darn complex for me.
  13. Just so happens you pick a difficult one; Turns out that the reduction has to be applied to pets via Apply Aura: Flat modifier, which I don't think is supported yet Although I guess, since many pet affecting talents use this call with the value of 8 maybe someone could code to fix it. In SpellAura.cpp this bit breaks the chain, since the code shown will break the function: void Aura::HandleAddModifier(bool apply, bool Real) { if(m_target->GetTypeId() != TYPEID_PLAYER || !Real) return; So until someone modifies/ tries to fix this well we can't do anything. NB: I'm not sure if anyone tried to patch out the pet aura fully, I'm not sure if there is another path to cast/ add auras to pets.
  14. I'm a little too busy with uni starting to work more on this atm. I may have a solution to the isDead() check problem but that takes time to debug and implement so I can't do that.
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