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freeganja

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Everything posted by freeganja

  1. is it really needed to have separate acocunts? being GM is about responsibility so why not to do it in this comfort way. Also if you must relog to another account when solving something, you will propably let it go in most cases.
  2. as discussed in another topic, players farming battleground or arenas can loose even hours : )
  3. ohh thanks very much if been learning the bianry interpretation and thinking about converting it by shifts and so thanks
  4. please can somebody help me? : ) I need to extract crit chances and so from character.data and show it in php generated image
  5. Hi, I need help, in unit_fields, there are some values stored in integer but they are float like crit chance and stuff like that. How to convert that integer value to correct float in mysql and in php? In c++ it looks like it is done simply with things like return float or (float)int_value it looks that its not just inserting floating point inside
  6. src/game/chat.cpp look at command table arrays
  7. error on patching doesnt mean need of update. At least error on compilation is good reason. You can propably solve conflicts yourself with little effort
  8. will now use almost all of your patches wish me good luck
  9. another thing, PERIODIC_LEECH should work even when caster is death, he just dont get healed. Same for PERIODIC_MANA_LEECH
  10. [5709] will propably ahve this problem because it implement it as I did. Bug: When DoT is ticking on target and caster is in state of Ghost (released from corpse), both target and caster doesnt receive combat log datas.
  11. I've tried succesfully to get periodic auras working after casters death but one thing is still not working, when caster is relleased and in ghost form, aura wearer doesnt see combat log, this part doesnt work when 'this' is relleased. Do somebody know why? WorldPacket data(SMSG_PERIODICAURALOG, (21+16));// we guess size data.append(pVictim->GetPackGUID()); data.append(GetPackGUID()); data << uint32(spellProto->Id); data << uint32(1); data << uint32(mod->m_auraname); data << (uint32)pdamage; data << (uint32)spellProto->School; data << (uint32)absorb; data << (uint32)resist; SendMessageToSet(&data,true);
  12. it's not really character related. only relation is creature_spawn_respawn->creature_spawn->map_instance which is stored in character db maybe for future relation map_instance->map_instance_creator
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