cmaranec
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Posts posted by cmaranec
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What bug does the patch fix? What features does the patch add?
It fixes stacking of paladin's spell Devotion Aura with bonus from trinket Essence of Gossamer (same icons)
For which repository revision was the patch created?
10246
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MaNGOS version: 10246
Custom patches: tested on clean core also
SD2 version: 1734
DB: UDB rev. 391
How it should work:
for example Earth Shield - it should only proc when aura owner is damaged
similiar problem with this trinket: http://www.wowhead.com/item=40682 - it should only proc when damaging spell is casted (by wearer)
How it works:
Earth shield procs from any positive spell, same as all the trinkets (for example when you mount, or something like this)
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Maybe there should be some kind of exception for summoned creatures.
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Shouldn't buff casting be added via scripts? The Lightwell has "charges" also, so 10 times and despawn (i think), so we can handle this easily in script library. It will also solve the problem with combat clicking.
Something like "spellcast in GossipHello function, with 'switch' with spell ranks" ?
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It's a thing, that isn't needed so much - it's only cosmetic thing. This shouldn't break any other things like quests which change phase. It's only check for existing quest visibility condition - if it doesn't exists, then "break" the "switch" and continue in function and check another things, like phase, and so on...
I haven't written that this patch isn't compatible with vehicle patch. (due to 2 columns in creature(_template)_addon) and needs to be applied manually
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> + m_Visibility == VISIBILITY_ON && u->m_invisibilityMask==0 && InSamePhase(u) )
this check passed already
No, it didn't. It is because in this piece of code i return a value instead of setting variable 'invisible'. And the "InSamePhase" check is few lines below.
> + if( CreatureDataAddon const *cainfo = ((Creature*)this)->GetCreatureAddon() )
where is the check that 'this' is creature?
Thank you, updated first post.
And any comments to code style and other things? I want to learn something here
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What bug does the patch fix? What features does the patch add?
It implements creature visibility based on player's completed quest.
For which repository revision was the patch created?
10008
Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.
didn't find any
Who has been writing this patch? Please include either forum user names or email addresses.
me
As seen on blizzard servers:
for example http://www.wowhead.com/npc=26860 shouldn't be visible after http://www.wowhead.com/quest=12427 quest chain is complete (replaced by http://www.wowhead.com/npc=27102 )
Core patch: http://paste2.org/p/886673
SQL patch: http://paste2.org/p/886380
Using:
- in creature_(template_)addon will be now 2 additional columns: quest_visibility_condition and quest_id.
- quest_visibility_condition values: 0 - no condition (always visible), 1 - visible only if player has quest complete, 2 - visible only if player has quest incomplete.
- quest_id means the quest which has to be complete/incomplete for visibility
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I didn't know that, thanks.
And what about the Random Lightning, where target of spell is the caster himself and triggered spells have to select random point in 3y area around the caster?
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Oh, thank you, i'll test it (now we are on 9690)
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Hello there,
i've been writing AIs for bosses and npcs for a long time, and there are some spells, which has broken visual, like Ball Lightning ( http://www.wowhead.com/spell=52780 ) - the ball should hit the target, but it flies somewhere far away, but deals damage correctly.
The same problem has spell Random Lightning ( http://www.wowhead.com/spell=52663 ) - the arcs of lightning should hit nerarby locations (3y), but they all hit the same point, which is very far from caster.
I think this started to happen after first 3.3.0 revision, because on our old 3.2.2a server was everything fine.
Is it due to wrong opcode structure? Or something like that?
Sorry for my bad English.
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EDIT: sorry, wrong advice
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If i'm not wrong, try to set spawnMask column in DB table creature (, gameobject) for all creatures on that map to 15 (all difficulties). Anyway, this seems to be DB problem.
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I heard that on official servers it displays damage dealt to building like when damaging unit. I thing SMSG_DESTRUCTIBLE_BUILDING_DAMAGE is used for this, but i don't know the packet structure
EDIT: found a packet structure:
uint64 gameObjTarget (packGUID)
uint64 original caster packGUID
uint64 vehicle/caster owner packGUID
uint32 damage
uint32 spell ID
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And something for Facebookers?
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IsEncounterInProgress in instance scripts (ScriptDev2) checks if Boss Encounter is in progress. I think it shouldn't allow enter the instance only if some boss encounter has IN_PROGRESS state
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Hi,
i've tried to write patch for timed achievements, but i haven't found any way except this hack.. It implements 2 achievements: Friend or Fowl (15 turkeys in 3 minutes) and Leeeeeeroy (50 whelps in 15 seconds).
It is a hack, but it works Maybe it'll be useful for someone.
If you know another achievements which need to be implemented like this, please tell me.
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Could you share your work? I'm interrested in this feature
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I would be very glad, if any green-named developer will say something about that
(Which is the best way and something like that..)
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Here it is:
UPDATE item_template SET ScriptName='item_mysterious_egg', Duration=604800 WHERE entry=39878; UPDATE item_template SET ScriptName='item_disgusting_jar', Duration=604800 WHERE entry=44717;
This sets the 7 weeks duration and ScriptNames to these items (Mysterious Egg and Disgusting Jar)
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UPDATE:
Works with revision 9600
Complete rewrite:
* revert any previous patch from this thread!
* added script event for "OnItemDurationExpire" called after item duration expire ( )
* included SD2 patch and some example code
MaNGOS Core Patch: http://paste2.org/p/722770
SD2 SVN Patch: http://paste2.org/p/722771
SD2 Example Code (mysterious egg and disgusting jar): http://paste2.org/p/722773
(For example code you also need to set ScriptName of those items and set them duration!)
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I hope that they will
So.. can any developer tell me what is the best way? Maybe it should be exported to script library as well as some other events (OnAuraExpire?)
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me too, believe me I can't now continue with this patch, i hope that the next week...
So.. the final word is to export event to script library ?
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So the best way to do it is implementing new script event OnItemDestroy? I think it's good idea, but would it be better to call every time when any item destroys, or only if it have assigned ScriptName?
+: better way than mine, maybe safer, maybe more universal
-: won't be reloadable, more complicated (needs to be scripted in C++ than only insert record to database ), won't check for item existing, has duration and so on..
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Tell me the best way to do it and i will do it
My suggestion is adding new column to item_template table, which refers to loot record in reference_loot_template and after duration expires, the new item will be generated by this loot_template.
[Bug] implemented spell 44875 (Complete Raptor Captor) does not work as it should be
in OldBug reports
Posted
I think it's DB related - make sure you have proper data in quest_template (ReqCreatureOrGOId1) - by default, there is 4351 for Bloodfen Raptor, but 23727 is the right value.