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cmaranec

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Posts posted by cmaranec

  1. 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)

  2. 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" ?

  3. 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

  4. > + 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 :D

  5. 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

  6. 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.

  7. 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

  8. UPDATE:

    Works with revision 9600

    Complete rewrite:

    * revert any previous patch from this thread!

    * added script event for "OnItemDurationExpire" called after item duration expire ( :P )

    * 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!)

  9. 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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