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Edder

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Everything posted by Edder

  1. I know what u mean, on retail server it is necessary because otherwise rar mob farming would be impossible with a /target makro On mangos, creature and go simply (visual) despawn for the player, after moving closer the creature spawns (appears). An impletmentation would be awesome...
  2. possible fix From 5dcb4da82ac21324f03749c248e4a7b79fcbe7b9 Mon Sep 17 00:00:00 2001 From: Edder <[email protected]> Date: Fri, 14 May 2010 20:53:36 +0200 Subject: [PATCH 2/2] titan grip patch Signed-off-by: Edder <[email protected]> --- src/game/Player.cpp | 23 +++++++++++++++++++++++ 1 files changed, 23 insertions(+), 0 deletions(-) diff --git a/src/game/Player.cpp b/src/game/Player.cpp index d4c8a5d..d9f6176 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -10254,6 +10254,13 @@ uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bo { if (!CanDualWield() || !CanTitanGrip()) return EQUIP_ERR_CANT_DUAL_WIELD; + + if (CanTitanGrip()) + { + // polearm staff + if (pItem->GetSpell() == 200 || pItem->GetSpell() == 227) + return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; + } } if (IsTwoHandUsed()) @@ -10267,7 +10274,23 @@ uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bo { if (!CanTitanGrip()) return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; + + if (CanTitanGrip()) + { + // polearm staff + if (pItem->GetSpell() == 200 || pItem->GetSpell() == 227) + return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; + } } + else if (eslot == EQUIPMENT_SLOT_MAINHAND) + { + if (CanTitanGrip()) + { + // polearm staff + if (pItem->GetSpell() == 200 || pItem->GetSpell() == 227) + return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; + } + } else if (eslot != EQUIPMENT_SLOT_MAINHAND) return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; -- 1.7.0.2.msysgit.0 hm, codehighliting disabled?!
  3. Great interest would fit here better. This would be awesome for AV or IoC (if vehicles work properly) or wintergrasp, instead of a bunch of stacks tenacity -> spawn a few playerbots...
  4. Here's the vehicle patch: http://filebeam.com/6b0a46adde431b255ba2ce8f4cab2de4 to create patch file, use: git clone git://github.com/mangos/mangos.git cd mangos git checkout -b (chose what u want, i took rev. nr)9088 09428ebad23b2d408cbb20d2608aa988cd473b0e git checkout -b vehicle git pull git://github.com/Tasssadar/Valhalla-Project.git vehicle git diff -p 9088 vehicle > vehicle.patch If git://github.com/Tasssadar/Valhalla-Project.git switch to an another revision, you need to modify this in part 3 too, to avoid merge bugs.
  5. I've written another little patch for doors... Index: src/game/SpellEffects.cpp =================================================================== --- src/game/SpellEffects.cpp (revision 6757) +++ src/game/SpellEffects.cpp (working copy) @@ -53,6 +53,7 @@ #include "SocialMgr.h" #include "Util.h" #include "TemporarySummon.h" +#include "ScriptCalls.h" pEffect SpellEffects[TOTAL_SPELL_EFFECTS]= { @@ -2751,6 +2752,8 @@ switch (gameObjTarget->GetGoType()) { case GAMEOBJECT_TYPE_DOOR: + Script->GOHello(player, gameObjTarget); + sWorld.ScriptsStart(sGameObjectScripts, gameObjTarget->GetDBTableGUIDLow(), player, gameObjTarget); case GAMEOBJECT_TYPE_BUTTON: gameObjTarget->UseDoorOrButton(); sWorld.ScriptsStart(sGameObjectScripts, gameObjTarget->GetDBTableGUIDLow(), player, gameObjTarget); at this quest ( http://www.wowhead.com/?quest=10852 ), you must free the children in the cages, but there isnt only one child in one cage, sometimes there three or four... and the cages are doors and now theres no way to do this without sd2
  6. * What bug does the patch fix? What features does the patch add? u can script goober gameobject with sd2 and put commands in gameobject_scripts table to call them * For which SubVersion revision was the patch created? 6744+ * Who has been writing this patch? Please include either forum user names or email addresses. me Index: src/game/SpellEffects.cpp =================================================================== --- src/game/SpellEffects.cpp (revision 6744) +++ src/game/SpellEffects.cpp (working copy) @@ -53,6 +53,7 @@ #include "SocialMgr.h" #include "Util.h" #include "TemporarySummon.h" +#include "ScriptCalls.h" pEffect SpellEffects[TOTAL_SPELL_EFFECTS]= @@ -2796,6 +2797,9 @@ if(uint32 trapEntry = gameObjTarget->GetGOInfo()->goober.linkedTrapId) gameObjTarget->TriggeringLinkedGameObject(trapEntry,m_caster); + Script->GOHello(player, gameObjTarget); + sWorld.ScriptsStart(sGameObjectScripts, gameObjTarget->GetDBTableGUIDLow(), player, gameObjTarget); + return; case GAMEOBJECT_TYPE_CHEST:
  7. What does this patch fix? It fixes the spell 29200 Tested with rev.? rev. 6471 It's a very small patch for the spell 29200 which is used by this item Purification Mixture (23268)... After you use the item, you dont cast spell 29277 or 29278, to create one the two items. here's the patch: Index: SpellEffects.cpp =================================================================== --- SpellEffects.cpp (revision 6471) +++ SpellEffects.cpp (working copy) @@ -917,7 +917,7 @@ } case 29200: // Purify Helboar Meat { - if( !itemTarget || m_caster->GetTypeId() != TYPEID_PLAYER ) + if( m_caster->GetTypeId() != TYPEID_PLAYER ) return; uint32 spell_id = roll_chance_i(50) ? 29277 : 29278; it's very simple and I dont know whether I forget something because it's my first patch... I test it and it works, but if somebody found a mistake, pls tell me
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