chmuun
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Everything posted by chmuun
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Umm guys i meant that like account bans are kept in "realmd"(DB) and "account_banned"(Table) and sorry about my first post ... i know its kinda confusing Thanks guys, MaNGOS should have a character ban system maybe.
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Hi, I've searched a lot but i didn't find if the characters are banned where is it stored in DB that tells it that it is banned, please help. Thanks!
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Does any one knows any new stable revision?
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Hey all The current version I'm using 9239 is unstable... Crarshes after about every 2 hours Can any one please tell me a revision above 9239 and is a lil more stable Thanks
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I am having problems with my script on compile I want to know how to convery UNIT to PLAYER or how to make a new instance of PLAYER by Guid or how to get WorldSession of UNIT PLEASE HELP ME! this = Player* pVictim = Unit* Thanks in advance
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Can some one tell me how to give items to players in C++, I've tried looking in the class files, couldnt find anything
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Damn!, I really need that hook and i have no idea how to make one... Its so hard
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if u have the custom hook please please please can u give it to me... Or can u talk to me on msn [email protected]
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Stab can u tell me where to put the custom hooks?
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These 2 files are a class file for a PvP script of mine, it saves/loads/stores the PvP Stats(onpvpkill) made on arcemu, can some 1 please convert this to work with MaNGOS, i've tried really hard but idk about the vector and objmgr.getplayer or things like that PvPManager.cpp: #include "StdAfx.h" #include "PvPManager.h" PvPMgr::PvPMgr() { Index = 0; CurrentKills = 0; TotalKills = 0; GroupKills = 0; TotalDeaths = 0; LastGuid = 0; LastGuidCount = 0; Spree = 0; LastSpree = 0; CurrentDeaths = 0; IsInTurny = false; } void PvPMgr::SaveData() { CharacterDatabase.Query("REPLACE INTO `pvpmanager` VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", Index, CurrentKills, TotalKills, GroupKills, Spree, TotalDeaths, CurrentDeaths, LastGuid, LastGuidCount); } void PvPMgr::LoadData() { QueryResult * result = CharacterDatabase.Query("SELECT * FROM `pvpmanager` WHERE `index` = '%u'", Index); if(!result) { return; } Field * rows = result->Fetch(); CurrentKills = rows[1].GetUInt32(); TotalKills = rows[2].GetUInt32(); GroupKills = rows[3].GetUInt32(); Spree = rows[4].GetUInt32(); LastSpree = rows[4].GetUInt32(); TotalDeaths = rows[5].GetUInt32(); CurrentDeaths = rows[6].GetUInt32(); LastGuid = rows[7].GetUInt32(); LastGuidCount = rows[8].GetUInt32(); } void PvPMgr::AddItem(const uint32 &ItemID, const uint32 &Amt, const bool &Stack) { Item * ItemToAdd; SlotResult Slot; Player * Plr = objmgr.GetPlayer(Index); if(Plr == NULL) return; if(Stack) { ItemToAdd = Plr->GetItemInterface()->FindItemLessMax(ItemID, Amt, false); if(ItemToAdd != NULL) { ItemToAdd->ModUnsigned32Value(ITEM_FIELD_STACK_COUNT, Amt); ItemToAdd->m_isDirty = true; Plr->BroadcastMessage("%s%s x%u Awarded", MSG_COLOR_GOLD, ItemToAdd->GetProto()->Name1, Amt); return; } } for(uint32 i = 1;i <= Amt;i++) { ItemToAdd = objmgr.CreateItem(ItemID, Plr); if(ItemToAdd == NULL) return; // failed creation, no memory to allocate, or invalid item id Slot = Plr->GetItemInterface()->FindFreeInventorySlot(ItemToAdd->GetProto()); if(Slot.Result) { Plr->GetItemInterface()->SafeAddItem(ItemID, Slot.ContainerSlot, Slot.Slot); Plr->BroadcastMessage("%s%s x1 Awarded", MSG_COLOR_GOLD, ItemToAdd->GetProto()->Name1); } else Plr->BroadcastMessage("No free inventory slots could be located, aborting"); } } PvPStorage *PvPStorage::Instance = NULL; PvPStorage::PvPStorage() { } PvPStorage *PvPStorage::GetInstance() { if(Instance == NULL) Instance = new PvPStorage(); return Instance; } PvPMgr *PvPStorage::CreateMgr(const uint32 &Index) { PvPMgr *Mgr = new PvPMgr(); if(Mgr == NULL) return NULL; // no memory to allocate Mgr->Index = Index; StorageLock.Acquire(); Vect.push_back(Mgr); StorageLock.Release(); return Mgr; } PvPMgr *PvPStorage::GetMgr(const uint32 &Index, const bool Create) { StorageLock.Acquire(); for(Itr = Vect.begin();Itr != Vect.end();Itr++) { if((*Itr)->Index == Index) { StorageLock.Release(); return (*Itr); } } StorageLock.Release(); if(Create) { PvPMgr * mgr = CreateMgr(Index); mgr->LoadData(); return mgr; } return NULL; } void PvPStorage::CleanVect() { if(Vect.empty()) return; StorageLock.Acquire(); Itr = Vect.begin(); while(Itr != Vect.end()) { Player * Eraser = objmgr.GetPlayer((*Itr)->Index); if(Eraser == NULL || Eraser->IsInWorld() == false || Eraser->GetSession() == NULL) { if((*Itr)->Summon) { (*Itr)->Summon->Despawn(0,0); } Itr = Vect.erase(Itr); } else { Itr++; } } StorageLock.Release(); } PvPManager.h: #ifndef PvPMgr_H #define PvPMgr_H #include "StdAfx.h" #include "Setup.h" class PvPMgr { private: bool IsInTurny; public: uint32 Index; uint32 CurrentKills; uint32 TotalKills; uint32 GroupKills; uint32 TotalDeaths; uint32 LastGuid; uint32 LastGuidCount; uint32 Spree; uint32 LastSpree; uint32 CurrentDeaths; Creature * Summon; PvPMgr(); void AddItem(const uint32 &ItemID, const uint32 &Amt, const bool &Stack = false); void SaveData(); void LoadData(); }; class PvPStorage : public EventableObject { private: static PvPStorage *Instance; vector<PvPMgr*> Vect; vector<PvPMgr*>::iterator Itr; Mutex StorageLock; PvPStorage(); void CleanVect(); public: static PvPStorage *GetInstance(); PvPMgr *CreateMgr(const uint32 &Index); PvPMgr *GetMgr(const uint32 &Index, const bool Create); void StartTimer(); vector<PvPMgr*> GetVect() { return Vect; } }; #endif SQL CODE:
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That link is for Kills in Battle Ground
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Kich0 i checked the ScriptMgr there is no "OnPvPKill" event to hook some thing like that... would i have to make a custom patch for it?
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Is there a way i can make a Script on C++ with SD2 to make a PvP(On PvP Kill) to give the killer reward??? i really need to make a PvP Rewarder script
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Sorry about that last post Moderatos and Administrators, i didnt know it wasnt allowed that is why i said tell me if im not allowed If im allowed can i ask Whats is ScriptDev2/ACID and mtmaps and what are the benefits Thank you all for the great support!
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