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DJNefast

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Everything posted by DJNefast

  1. bad fix, sorry my tests have failed must be closed.
  2. I thinks those function are false then take best functions for resilience reduction on damages (without crit) Unit.h - uint32 GetMeleeDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_MELEE, 1.0f, 100.0f, damage); } - uint32 GetRangedDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_MELEE, 1.0f, 100.0f, damage); } - uint32 GetSpellDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_MELEE, 1.0f, 100.0f, damage); } + uint32 GetMeleeDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_HIT_TAKEN_MELEE, 1.0f, 100.0f, damage); } + uint32 GetRangedDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_HIT_TAKEN_RANGED, 1.0f, 100.0f, damage); } + uint32 GetSpellDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_HIT_TAKEN_SPELL, 1.0f, 100.0f, damage); } I think it's better to use the best rate Trinity has juste multiply by 2 the melee_crit reduc... but mangos must use the right reduc on each type of reduction
  3. in fact i got a patch for daily random battlegrounds and daily event battlegrounds, they're store there
  4. thanks for report, i'll search this bug this evening. Have you tested bg with 4 players (2v2) to see if its 2 1v1 or 1 2v2 ?
  5. enjoy and give me report if you get bugs (if you dont have my reported bug please tell me )
  6. you can join alone wowka321, it's just a limit and missing revert part from me
  7. urgl ? i don't have this bug i've found group bug me i can't join if i'm in a group, i must support it later oh my god i forget to drop one thing in the repo patch after that you can join alone in battlegroundhandler.cpp replace if (!_player->HasFreeBattleGroundQueueId() || _player->HasFreeBattleGroundQueueId() && bgTypeId == BATTLEGROUND_RB) by if (!_player->HasFreeBattleGroundQueueId()) EDIT: repo updated
  8. problem of corpses ? try to shutdown your server and execute this on characters : TRUNCATE TABLE corpses; it seems one corpse bug
  9. repo updated if someone find how to drop 1v1 bug for those BGs, please tell me
  10. when i enter into a vehicle i have a crash on ngrid because of bad coordinates, any idea what's wrong for this ?
  11. sorry i haven't get time to do this, tomorrow i think
  12. later. Actually there is a bug only 1c1 bgs i must search, this evening if i get time. this is a little patch if someone want to create it go i haven't time to generate it now
  13. true developped in 2hours total time (i am working on php XenServer monitoring and dev it at the same time )
  14. rev8 Random Battleground now works i make it properly and i hope vladimir get it for mangos core no hacks therory
  15. rev 8 will coming soon. Random BG are properly handled, at this time i search to resolve battleground status when you're in the bg
  16. it's not allowed ? rev7 will create battleground i do many tests on my server next time rev7 now template is used. We need more stuff in queues because it generate error i'll try to correct it later
  17. as i say i have 9313 rev core, with many updates from myself and good repos (valhalla, insider and trinitycore (joke not this )) then my core is very very outdated for you, it's why i take you hand patch weak to implement MangosFX repo will be opensource when my server get 1000 players not before (6days uptime with 120 players , many improvements and CORBA project on mangos ) and also LibDevFS which is a great upgrade of ScriptDev2 with many improvements and fastly to code IA's EDIT : revision 4 coming, queues are now properly handled i'm creating mangos fork for u guy but support is done by forum and instant update are there, not on git next time i wish http://github.com/nerzhul/MangosOpenDev/ it's on git not all because mangos hasn't all my methods like reset BGDaily
  18. added player Set and HasDone random BG function to main topic for full compatibility
  19. you get an aura which give u invisibility and let u in another phase try unaura all
  20. hi guys, i work on 3.3.3 random battlegrounds, i give u step of my dev Warning, my core is 9313 rev with many improvements of next revs but not all then it's not sure this is full compatible with daily cores Rev 1 : You can join Queues rev 2: generate the right map ! rev 3 : correct amount of honor gained by RBattleground in BuildBattleGroundListPacket function rev 4 : you cannot join queue if : you are in queue for other bg, you want to go in queue but you are in queue for RBG rev 5 : handle random bg differently rev 6 : remove hacky fix on BattleGroundMgr.cpp, i'll take proper way this evening rev 7 : generate random map (some problems in queue i think) rev 8 : All works Enjoy rev 9 : fix alone join bug (sorry, forget it in dev branch ) repo : http://github.com/nerzhul/MangosOpenDev/tree/RandomBG Works succesfully. If you have any questions or issues write here 1 persistent bug for those bg (my queue for RB is 1 to 40 players : proc bgs are only 1v1 players You need to relog when you are teleported to can join another time a queue
  21. for prevent spamming for all players when 1 is concerned, change this : PlayDirectSound(9417); MonsterTextEmote("Warning: You've entered a no-fly zone and are about to be dismounted!", GetGUID(), true); into this PlayDirectSound(9417,this); MonsterWhisper("Warning: You've entered a no-fly zone and are about to be dismounted!", GetGUID(), true);
  22. link : http://www.wowhead.com/spell=24894 description : This talent doesn't work since 3.3.3x because blizzard remove spells for dummy effect then stamina and AP are not increased
  23. patch doesn't work for me. Life is not shown on gameobjects
  24. Hi guys Since 9630 rev titles are dead because they're saved into data field but hunuza has deleted the fields into the database ! PLAYER__FIELD_KNOWN_TITLES = UNIT_END + 0x01DE, // Size: 2, Type: LONG, Flags: PRIVATE PLAYER__FIELD_KNOWN_TITLES1 = UNIT_END + 0x01E0, // Size: 2, Type: LONG, Flags: PRIVATE PLAYER__FIELD_KNOWN_TITLES2 = UNIT_END + 0x01E2, // Size: 2, Type: LONG, Flags: PRIVATE Those fields does'nt exist anymore, then when u reconnect you haven't any title Tested on my PTR with disconnect/reconnect Thanks for advance
  25. thanks a lot i wasn't sure but now i can modify bytemasks. Thanks. Subject can be closed.
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