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Edder

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Everything posted by Edder

  1. It is already under rev section, but vladimir wont review it because of missing original author.
  2. bump, bug still present (11178) May anybody confirm that on blizz it is like I described above?
  3. Yea, and call for help is used by acid as a action. Are the grouped creatures already implemented in mangos, so that when one member die and rest evade, the dead One get respawned? Or is acid call for help the only way to "link" creatures (for now).
  4. Mangos Version: 10729 Custom Patches: \\ SD2 Version: 1882 Database Name and Version: UDB 394 How it DOES work: If for instance in arathi basin, one node has been clicked, it takes one minute to take this node, but if the enemie clicks after 55 (or 56, 57) seconds (so in the 10 seconds casttime it takes to take a node), the node is taken by the team, but after the enemie's cast is finished, the node gets automatically into enemie hands. How it SHOULD work: The node cast should break after a node is taken and dont complete and change the node's owner immediately. This sounds kinda wierd, but on retail it is like this.
  5. Tested and works like charm, a simple patch that fixes a huge visual problem.
  6. Well, that will be difficult till nearly nobody will do openpvp from vanilla, tbc and wotlk when cata is arrived
  7. Anyone want to make a repo, Im would but Im bad at managing those...
  8. You mean map or zone scripting like instance scripting with sd2? Then it would probably better to suspend this OutdoorPVP development and focus on this specific interface to script map and/or zones...
  9. Yea, patch command is the solution in this misery, does git apply work for you DaemonCantor?
  10. I used this one, you can see it at the UmW5UZLj.txt file, which I downloaded from directly from pastebin.
  11. I must proof you wrong $ git apply --check < UmW5UZLj.txt fatal: git apply: bad git-diff - expected /dev/null on line 4 But thanks anyway, for updating this patch.
  12. Found no error, but patch applies only with "patch -p1 < patchfile" with git apply I get: fatal: git apply: bad git-diff - expected /dev/null on line 4 HowTo fix it, I like git apply more because of the --check and --stat statements... HowTo prevent, that the vehicles strafe and jump?
  13. For core, search on github. For script, search on google for scriptdev2. For db, search on google for udb, psdb or ysdb.
  14. Edder

    MMaps Redux

    Is the bug that the npc attacks but slow down with each move till he walks in slowmotion? http://filekeeper.org/download/shared/Wow_2010-11-08_19-34-29-93.avi After that, npc just stand there and it doesnt matter if you move or not, tested with revision: https://github.com/faramir118/mangos/commit/bf1906174bf5cd7ab2eac08e9787a68869c92f58
  15. Edder

    Macros

    Could be really useful for devs or gms.
  16. This cant be true, I remember on offy when I farmed herbs, that there's a higher visibility, 90 yards is to low...
  17. Edder

    MMaps Redux

    Whats with the liquid data? Is it necessary too (underwater pathfinding)?
  18. Edder

    MMaps Redux

    Well, the comfort is, that you only have to build it one time after patch. Omg guys its just awesome what you made there. But one problem I found, npcs go through GO's ? I tested on map 0 at the GromGol base Camp (Horde) and everything worked just fine, but there is a Bonfire (is this the dynamic GO?) in the middle of that camp and the npc just go through this. I'll now build all maps in hiRes to test more.
  19. Or do a complete rewrite, where every spell thats casted on groupmembers (in this case it only works on grpmembers) is a positive effect even if its silencing... But this isnt necessary I think, a few exceptions are ok when they're commented and its clear what they do.
  20. Edder

    MMaps Redux

    Im just right know building tiles for map 0 to test it properly... How long does it take to build all in hiRes?
  21. It isnt that ugly, cause there are already a few of them, anyway: src/game/SpellMgr.cpp | 7 +++++++ 1 files changed, 7 insertions(+), 0 deletions(-) diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp index 5aa713f..401f020 100644 --- a/src/game/SpellMgr.cpp +++ b/src/game/SpellMgr.cpp @@ -747,6 +747,13 @@ bool IsPositiveEffect(uint32 spellId, SpellEffectIndex effIndex) return false; case SPELL_AURA_MOD_ROOT: case SPELL_AURA_MOD_SILENCE: + switch(spellproto->Id) + { + case 24732: // Bat Costume + return true; + default: break; + } + return false; case SPELL_AURA_GHOST: case SPELL_AURA_PERIODIC_LEECH: case SPELL_AURA_MOD_STALKED:
  22. Possible to add a auto URL function? Would be great.
  23. Thats right: Cannot cast spells while in bat form. Right-Click this icon to remove the effect. But you should be able to remove it... It is.
  24. Mangos Version: 10654 Custom Patches: \\ SD2 Version: 1847 Database Name and Version: UDB 393 How it SHOULD work: Plague Vial should trigger North Fleet Reservist Kill Credit if the player hits one of the crewmember for Quest Test at Sea. But only trigger if the crewmember dont have the Plague Vial buff. How it DOES work: No serversidescript for this spell, so no trigger... Possible fix: diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index cac3f9e..dd63c35 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -2013,6 +2013,21 @@ void Aura::HandleAuraDummy(bool apply, bool Real) if (roll_chance_i(20)) // backfire stun target->CastSpell(target, 51581, true, NULL, this); return; + case 43115: + { + if (target->GetTypeId() == TYPEID_UNIT) + if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE)) + return; + if (Unit* caster = GetCaster()) + { + if (caster->GetTypeId() != TYPEID_PLAYER) + return; + + caster->CastSpell(caster, 43138, true); + } + target->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); + return; + } case 43873: // Headless Horseman Laugh target->PlayDistanceSound(11965); return; @@ -2235,6 +2250,13 @@ void Aura::HandleAuraDummy(bool apply, bool Real) target->CastSpell(target, 36731, true, NULL, this); return; } + case 43115: + { + if (target->GetTypeId() == TYPEID_UNIT) + if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE)) + target->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); + return; + } case 44191: // Flame Strike { if (target->GetMap()->IsDungeon()) I used UNIT_FLAG_NON_ATTACKABLE to mark the npc's as unattackable if they got the buff and remove this flag when the buff expires. There is also a taxi flight needed for this quest, but this is possible with database (UDB or SD2 ? ).
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