Darkruler
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Posts posted by Darkruler
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On line 5337, you can see m_spellInfo->Id is working (no change to it in recent MaNGOS commits) http://github.com/mangos/mangos/blob/master/src/game/SpellEffects.cpp
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I tried with no patchs, it starts normal. then with only one of them alone... it starts ok. So, it is a problem caused when we have both patchs applied together, for sure.
Once again, thank you very much guys for your effort. I know this is a Dev area and I don't wanna mess your good work. I'll pay more attention when posting my threats.
I think you somehow merged wrong...
vehicle patch added 2 columns to creature_template_addon, in total there should be 9 fields on vehicle-enabled cores (right?)
so the error is correct...did you change anything to your database?
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good idea, stupid code (well, not stupid... but could be done more convenient i guess)
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Oh, and forgot to add:
making a patch file for someone isn't going to help him achieve the knowledge for the next time he encounters merge errors, helping him to solve it through git is a good, visual, way IMO
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By your reasoning, Darkruler, one would be forced to solve the issue themselves or drop one patch in favor of another. Is it not the obligation of the various patch developers to at least attempt in assisting to resolve such conflicts or is it preferred to take an adversarial stance toward other core mods and leave the end user with no support and no choice? Aren't we all supposed to be in this together?
Yes, IMO he should solve it himself or ask for help in the SUPPORT section as the merge error is not caused by vehicles...this patch is meant to be implemented in the master branch..not work together with other custom patches (again, IMO)
That is what defines the word "community".
I see this as posting in the wrong thread...
traponinet, I salute you for stepping forth to help Biali. You are an example we all should follow in working together to help each other.
I was willing to help too...
as for Biali...make a public repo and add me as a collaborator and i will solve the merge conflicts for you
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Although this thread is not for SilverIce's camera fix, Biali's trouble does involve compatibility issues with Vehicles and Camera Fix.
That makes it a valid question and is indeed pertinent to the Vehicles thread. Try to bear that in mind next time a similar post comes up in this topic or elsewhere, Mcrizza.
Biali, if you cannot find help here, also try SilverIce's thread but, not until it is clear no help is forthcoming from the Vehicles thread. This is suggested to prevent having others accusing you of spamming. So wait at least a day or two before asking elsewhere for help. This will also give time for those who may help here to render the assistance you need.
as far as i understand, this is about solving merge conflicts which has nothing to do with the vehicle patch
as for Biali...make a public repo and add me as a collaborator and i will solve the merge conflicts for you
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I believe i've read somewhere that im allowed to bump once a day... so BUMP
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It's not lost but hide. Possible lost "diff"
mode as source of problem. I fix this case just by drop "=diff" from [code=diff]
Yep, removing the =diff part works
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Hey Blueboy... do you mind updating your repo? [9843] created a compile error and i can't seem to find a way to solve this (because of rollType not being an Uint8 anymore but an enumeration)
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This patch is not "fix-everything-where-is-word-vehicle-used", it should be only core part + some test vehicle data, not fixes for dungeons
You called the thread "[Dev] Vehicles" which tells me this thread is about developing vehicles for implementation in the master GIT...
and for implementation most things (if not all) related to vehicles should be working...that includes instances and vehicle related quests
*Just my opinion*
which Vehicles is compatible with a new rev and how to can use it pls??Salja´s Vehicles down?
I think Tasssadar's should work with the newest rev...
git pull git://github.com/Tasssadar/Valhalla-Project.git vehicle
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In other words... you're saying the Hellscream commit is basically useless for those who have been asking for an updated PvP token patch.
Think it through. If they had the skills to pick out just the tokens part of your code, they wouldn't be asking others for an update.
Otherwise, it's a slick way of putting your custom server out there for everyone.
That was not my intention... sorry if i made it seem like it was...
the commits are commented and thus it's easy to see which piece you can cut out if you don't want it (at announcer parts.. "// PvP Announcer" is on top, in token part there's "// PvP Token" or smth on top... so even people who don't know what cherry-picking means should be able to figure it out IMO
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Read the whole code
else if (skillval >= 150) unitTarget->CastSpell(unitTarget, 72282, true); else unitTarget->CastSpell(unitTarget, 72281, true);
It will cast Invincible, not Celestial Steed, thats why i suggest the DB thing with the different spell's ID
Ah, yeah sorry... lol...must've been a bit sleepy
Anyway, updated my post...perhaps this will suit your needs?
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Worked like a charm!!
TY laise.
EDIT:
I was studying the patch, isnt there any easy way to implement this functionality for all mounts that use the same kind of "scale leveling"?? So we dont have to make the same procedure for each mount that use the same feature. Just include a small table in the DB maybe to call the correct spell to cast, or something like that.
isn't this easy enough?
Celestial Steed:
diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 5f8439e..a76efd7 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -5806,6 +5806,38 @@ void Spell::EffectScriptEffect(SpellEffectIndex eff_idx) m_caster->CastSpell(unitTarget, 72588, true); return; } + case 75614: // Celestial Steed case 72286: // Invincible { if (!unitTarget || unitTarget->GetTypeId() != TYPEID_PLAYER) return; // Prevent stacking of mounts unitTarget->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); uint16 skillval = ((Player*)unitTarget)->GetSkillValue(SKILL_RIDING); if (!skillval) return; if (skillval >= 225) { - uint32 spellid = skillval >= 300 ? 72284 : 72283; + if m_spellInfo->Id == 72286 + uint32 spellid = skillval >= 300 ? 72284 : 72283; + else if m_spellInfo->Id == 75614 + uint32 spellid = skillval >= 300 ? 76153 : 75617; SpellEntry const *pSpell = sSpellStore.LookupEntry(spellid); // zone check uint32 zone, area; unitTarget->GetZoneAndAreaId(zone, area); SpellCastResult locRes= sSpellMgr.GetSpellAllowedInLocationError(pSpell, unitTarget->GetMapId(), zone, area, unitTarget->GetCharmerOrOwnerPlayerOrPlayerItself()); if (locRes != SPELL_CAST_OK || !((Player*)unitTarget)->IsKnowHowFlyIn(unitTarget->GetMapId(),zone)) + { - unitTarget->CastSpell(unitTarget, 72282, true); + if m_spellInfo->Id == 72286 + unitTarget->CastSpell(unitTarget, 72282, true); + else if m_spellInfo->Id == 75614 + unitTarget->CastSpell(unitTarget, 75620, true); + } else unitTarget->CastSpell(unitTarget, pSpell, true); } else if (skillval >= 150) - unitTarget->CastSpell(unitTarget, 72282, true); + { + if m_spellInfo->Id == 72286 + unitTarget->CastSpell(unitTarget, 72282, true); + else if m_spellInfo->Id == 75614 + unitTarget->CastSpell(unitTarget, 75620, true); + } else - unitTarget->CastSpell(unitTarget, 72281, true); + { + if m_spellInfo->Id == 72286 + unitTarget->CastSpell(unitTarget, 72281, true); + else if m_spellInfo->Id == 75614 + unitTarget->CastSpell(unitTarget, 75619, true); + } return; }
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sorry for my english
I dont know how to call "_player->GetGroup()->Disband(true);" if the member is outside of instance
can you help me?
Att Darky
something like
if GetInstanceId != 0 _player->GetGroup()->Disband(true);
Note: just guessing
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Have someone can update this PVPtoken System please ?
Found this thread...might as well share this:
http://github.com/Hellscream/Core/commit/43023770f04208b6933191b7ff20d8f7ac67d0f3
http://github.com/Hellscream/Core/commit/d24da97402ac167ee625ea5473d424cff1c42751
before you ask..no i'm not going to split the commit (it's both PvP announcer and PvP Token in one)
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sorry I think, I can not help you because the last patch is made from Wojta's vehicle branch + tester20's fix for ram spells.
The problem, conflict with Dual-spec has because many people are make the repository and added the vehicle patch,
then taken only part (not everything) from fixes patches from the Wojta's master branch and place them in the repository,
but the first source of vehicle patch is made by Wojta's vehicle branch and I do not know what they it took so You can delete.
You must look in your source code for what you got from Wojta's master branch and delete it.
or to use only clean vehicle patch for MaNGOS core [9796]
I'm running http://github.com/Tasssadar/Valhalla-Project/tree/vehicle with your Oculus and Tester20's ram spell fix...that's all
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Traponinet... do you or do you not have dualspec and vehicles working together (in other words... can you still switch back to the 1st spec after switching to the 2nd) if yes: can you post the fix? i don't want to remove the old vehicle patch from my core to apply a new patch...
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There's like what, 4 or 5 people working on Vehicles with just as many repositories?
I'm all for collaboration, guys, but this is getting downright confusing! How about someone sets up a testing repository so all of you can push commits there, instead of all over the place? Those commits that don't break things and improve Vehicles can then be reviewed by Wotja for inclusion into his master repo for Vehicles. Consider Wotja's Vehicles to be the "stable" branch.
If things continue in their present fashion, you'll never get this thing done!
I totally agree... and i think Traponinet (if he/she wants to) should start the repo and add collaborators that can prove theirselves
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Dual spec is already in mangos master branch...so wheres problem?
The problem is that you can't switch back to the first spec after you've switched to the 2nd one (caused by the Vehicle patch...verified by various users)
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Compile error in the SD2 AI part...
1>..\\scripts\\world\\npcs_special.cpp(2193) : error C2027: use of undefined type 'Spell' 1> c:\\sources\\hellscreamcore - kopie\\src\\game\\Unit.h(295) : see declaration of 'Spell'
which also causes
1>..\\scripts\\world\\npcs_special.cpp(2193) : error C2227: left of '->m_targets' must point to class/struct/union/generic type 1>..\\scripts\\world\\npcs_special.cpp(2193) : error C2228: left of '.getUnitTargetGUID' must have class/struct/union
the piece of code in which this occurs is
if (Spell* pSpell = pOwner->GetCurrentSpell(CURRENT_GENERIC_SPELL)) targetGUID = pSpell->m_targets.getUnitTargetGUID();
MaNGOS rev = 9788
Anyone an idea on how to solve this?
NVM, have to include spell.h
sorry to bother you guys! :cool:
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I went to their website already, but I keep getting errors. Im doing something wrong, can someone show me how to do it ? Please ?
This is not directly related to the MaNGOS support section, ask this on the UDB forums
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Thanks for the patch, I'll test it tomorrow.
Do you know how to implement the max time for each BG? For example the max time in Blizz to win WG is 30 min.
perhaps this is what you're looking for? http://github.com/Tasssadar/Valhalla-Project/commit/74b7b5ff8be8febf07493d913bf81d2512b2121f
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Changed into a patch file, thanks for the hint Faramir... it DOES look better (and applying is easier)
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No Darkruler look in my Commits i have CleanUps and other Fixes and the Patch need more Clean
a space in a comment can't have caused this Salja...
[fix]Invincible (Winged Pony!!!!)
in ... acceptedOld
Posted
If you look at the first post by Laise, you can see i just recycled that part
and yes, it compiles
@ Janu, as far as i can see...exactly the same code