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Emme

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  1. What bug does the patch fix? What features does the patch add? Implements Treshold for Masterloot loottype Like in Grouploot, everyone can just loot items beyond a certain quality For which repository revision was the patch created? Commit 2a985c6bf0e58ac430a4e28c1ea418d7b29fe69c in mangos-0.12 Branch Is there a thread in the bug report section or at lighthouse? no Who has been writing this patch? Please include either forum user names or email addresses. Me http://paste2.org/p/845096 /edit: Damn, i think you were right, added Patch^^
  2. I found out that the flag currently used to determine can or not reflect is wrong I tried out another flag that seemed fitting about one month ago and by now on a server with ~700 ppl online it seems to be the correct one. It covers AoE Spells as well as most Boss Spells and some very weak Spells (mage armor for example). This Patch also makes Magnet Auras not redirect those Spells. Written for: 2a985c6bf0e58ac430a4e28c1ea418d7b29fe69c (mangos-0.12 Branch) http://paste2.org/p/845075
  3. I wrote something similar for the 0.12-Branch some time ago: diff --git a/src/game/MapManager.cpp b/src/game/MapManager.cpp index 5a5e9c7..05a57ce 100644 (file) --- a/src/game/MapManager.cpp +++ b/src/game/MapManager.cpp @@ -18,6 +18,7 @@ #include "MapManager.h" #include "InstanceSaveMgr.h" +#include "InstanceData.h" #include "Policies/SingletonImp.h" #include "Database/DatabaseEnv.h" #include "Log.h" @@ -179,6 +180,16 @@ bool MapManager::CanPlayerEnter(uint32 mapid, Player* player) } } } + //The player tries to enter a Instance where a Boss Encouter is in Progress + InstanceData* i_data = ((InstanceMap*)GetMap(mapid, player))->GetInstanceData(); + if (i_data && i_data->IsEncounterInProgress() && !player->isGameMaster()) + { + if (!player->isAlive()) + player->ResurrectPlayer(30,false); + player->GetSession()->SendAreaTriggerMessage("You can not enter Instance %s while Boss Encounter is in Progress", mapName); + sLog.outDebug("MAP: Player '%s' can not enter instance of '%s' while boss encounter is in progress",player->GetName(), mapName); + return false; + } //The player has a heroic mode and tries to enter into instance which has no a heroic mode if (!entry->SupportsHeroicMode() && player->GetDifficulty() == DUNGEON_DIFFICULTY_HEROIC) Guess it won't be able to apply on actual master but this way it works correct. Just note that you may have to update some Instance-Scripts cause either the IsEncounterInProgress Function isn't declared (correctly) or some Bosses doesn't set their status correctly (gets nasty if they set it to in combat but don't set it to finished, as then nobody will be able to enter the instance)
  4. I think you misunderstood something. Mark of the Wild isn't supposed to stack with Totems/Auras and so it should NOT be ignored by this patch
  5. I think it would be better to handle Mark of the Wild correctly instead of ignoring it Its 25/35 resistance shouldn't stack with the other 2 auras either
  6. /edit: Sarjuuk was faster Mark of the Wild is the 3rd such Buff, so this messes all up
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