Darkruler
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Posts posted by Darkruler
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some tips please to solve this merge conflict?
when using
git apply -rej NAME.patch
it will create reject files for every line that can't merge...those files will be put in */mangos/src/game
open them and manually add them (check the patch file for info on where to paste it)
and if you're using an old patch it may not work (it doesn't get rejected without a reason...) there might be changes (like last time MaNGOS changed data.append(FUNCTION)(); to data << function(); )
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hi everyone, someone can tell me if the vehicle patch works with dual spec patch, and maybe with ahbot too?
it does, but you'll have to solve merge conflicts yourself (use your logic when you're in GIT GUI )
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This "Mammoth" is that Traveller's Tundra Mammoth buyed in Dalaran giving the mounts?
Have any magic to do it get work?
See...
I've compiled a clean mangos rev 9570 and 9571 with your vehicle patch posted yesterday. I have success on compilation but the mounts like in Argent Tournament don't work and personal mount Traveler's Tundra Mammmoth not working too.
My steps:
- rev 9570 compiled using your 9565 vehicle patch
- installed clean UDB and updated to last rev for UDB and Core
- updated all DB to last sql from 9570
- then ... the v01_vehicle_tables and v02_vehicle_data on mangos database.
i've tryed using SD2 last updates too...
any hint??
Sorry for my english.
9571 made the patch incompatible... i don't know how you managed to compile it
i managed to fix it, but i'm not using a clean MaNGOS and fixed it by hand so i can't make you guys a patch file...you can still check what i did though http://github.com/Darkrulerz/Hellscreamcore/commit/52856bc5a676eca8e127b18d4a74720c9b177fb2#diff-2
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http://www.wowhead.com/?spell=55342
Should: Creates copies of the caster nearby, which cast spells and attack the mage's enemies. Lasts 30 sec.
There are three shade's summoned nearby the caster, they don't cast spells or attack.
UDB 386
MaNGOS 9025 Linux_x64
SD2 1520
old patch used by Evo-X but might still work (we changed a bit in the code structure so our most recent patch might not work for plain MaNGOS) :
diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index eab30ba..f20a287 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -7362,8 +7362,12 @@ void Aura::PeriodicDummyTick() case SPELLFAMILY_MAGE: { // Mirror Image -// if (spell->Id == 55342) -// return; + if (spell->Id == 55342) + { + // Set name of summons to name of caster + m_target->CastSpell((Unit *)NULL, m_spellProto->EffectTriggerSpell[m_effIndex], true); + m_isPeriodic = false; + } break; } case SPELLFAMILY_DRUID: diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 58384f4..371a634 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -2068,6 +2068,15 @@ void Spell::EffectTriggerSpell(uint32 effIndex) // special cases switch(triggered_spell_id) { + // Mirror Image + case 58832: + { + // Glyph of Mirror Image + if (m_caster->HasAura(63093)) + m_caster->CastSpell(m_caster, 65047, true); // Mirror Image + + break; + } // Vanish (not exist) case 18461: { @@ -3852,6 +3861,16 @@ void Spell::EffectSummonWild(uint32 i, uint32 forceFaction) summon->SetUInt32Value(UNIT_CREATED_BY_SPELL, m_spellInfo->Id); summon->SetCreatorGUID(m_caster->GetGUID()); + //Mirror image + if(creature_entry == 31216) + { + summon->SetLevel(m_caster->getLevel()); + summon->SetHealth(28 + 30*m_caster->getLevel()); + summon->setPowerType(POWER_MANA); + summon->SetPower(POWER_MANA, 28 + 30*m_caster->getLevel()); + summon->SetPvP(true); + } + if(forceFaction) summon->setFaction(forceFaction); }
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solved Mihael091's problem...had nothing to do with the tutorial...
so: great tutorial :cool:
Vehicles (Dev)
in OldCore modifications
Posted
http://github.com/mangos/mangos/commits/master
the most recent commit that makes vehicle patch incompatible again is 9575 (you can see them rename a couple of things, but they don't rename vehicles for you...you have to do it yourself)
they changed
(MAKE_NEW_GUID(itr->first, 0, HIGHGUID_FUNCTION)); to (ObjectGuid(HIGHGUID_FUNCTION, itr->first));
and (uint64 guid) to (ObjectGuid guid)
the green "FUNCTION" part can be creatures, vehicles, gameobjects etc.