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Edder

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Posts posted by Edder

  1. 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.

  2. If some sort of map or zone scripting is added, I don't see why these outdoor PvP things couldn't be part of it. So this patch might be redundant in the future.

    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...

  3. 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?

  4. About six hours on Intel i5 @ 2.67GHz, debian lenny, and takes about 1.2 GB disk space.

    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.

  5. 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.

  6. than add a ugly exception in that function.

    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:
    

  7. 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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