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DJNefast

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Posts posted by DJNefast

  1. 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

  2. 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 :S

    oh my god :) i forget to drop one thing in the repo patch xD

    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

  3. as i say i have 9313 rev core, with many updates from myself and good repos (valhalla, insider and trinitycore (joke not this xD))

    then my core is very very outdated for you, it's why i take you hand patch weak to implement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 :P) 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 :)

  4. 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 :P)

    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 :S

    You need to relog when you are teleported to can join another time a queue

  5. 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);
    

  6. 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

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