Gamona
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Posts posted by Gamona
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mangos only has stats up to lv 70.. for players and pets..
but you can simply update your database with custom content...by yourself
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in short words, this isfor creature casting AOE spells.
good idea. could be useful
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so for example.. i could have an npc which summons a mob.. this mob does whatever...
Using the caster script I now can check if the creature exists or is still alive ?
In the old fashioned way I would have added a function in the Minion which would send data back to the Creator.. like
void JustDied(Unit* Killer){ . . . Creature* Summoner = ((Creature*)Unit::GetUnit((*m_creature), guidofmysummoner)); ((SummonerAI*)Summoner->AI())->minionAlive=false; . . . }
In my eyes the possibility to get rid of this workaround...would help to make many scripts simpler.. Quests like Protect me, spawn x mobs, if all mobs are dead, alright.. and stuff
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if you copy paste, you also copy the "wrong" end of lines..
just look at long lines and remove the linefeeds in your editor.
btw, shortly after my patch, mangos added another dbc based %% value.. i think it was block rating..
the patch doesnt cover this issue.. and has to be done manually, right now.
lets see....
here we go >> http://filebeam.com/8fbd33466604a7959bac4577c6e9af97
looks like this
Index: src/game/Player.cpp =================================================================== --- src/game/Player.cpp (revision 6109) +++ src/game/Player.cpp (working copy) @@ -4005,7 +4015,7 @@ uint32 level = getLevel(); uint32 pclass = getClass(); - if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; + if (level>70) level = 70; GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1); GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); @@ -4050,7 +4060,7 @@ uint32 level = getLevel(); uint32 pclass = getClass(); - if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; + if (level>70) level = 70; // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier) GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); @@ -4066,7 +4076,7 @@ uint32 level = getLevel(); uint32 pclass = getClass(); - if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; + if (level>70) level = 70; GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1); GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); @@ -4082,7 +4092,7 @@ uint32 level = getLevel(); uint32 rating_id = index - PLAYER_FIELD_COMBAT_RATING_1; - if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; + if (level>70) level = 70; GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(rating_id*GT_MAX_LEVEL+level-1); if (Rating == NULL) @@ -4149,7 +4159,7 @@ uint32 level = getLevel(); uint32 pclass = getClass(); - if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; + if (level>70) level = 70; GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); @@ -4170,7 +4180,7 @@ uint32 level = getLevel(); uint32 pclass = getClass(); - if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; + if (level>70) level = 70; // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
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this is why i set it back to lv 70 .. in this simple way..
before, my shaman had manaregeneration of 1 with lv 71 .. now it increases from 70 to 71 a bit ..
this is not perfekt.. but .. for ppl looking for a solution this patch might be a start...
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try this, maybe it helps...
tested it with manaregen and changed the others, too .. but I have to test
my thought was GT_MAX_LEVEL is 100
70 is max bliss level and so are DBC.. so you should use it...
but its only my first shot!
Mangos Rev : 6083
Index: src/game/Player.cpp =================================================================== --- src/game/Player.cpp (Revision 6083) +++ src/game/Player.cpp (Arbeitskopie) @@ -4025,7 +4025,7 @@ uint32 level = getLevel(); uint32 pclass = getClass(); - if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; + if (level>70) level = 70; GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1); GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); @@ -4041,7 +4041,7 @@ uint32 level = getLevel(); uint32 pclass = getClass(); - if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; + if (level>70) level = 70; GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1); GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); @@ -4057,7 +4057,7 @@ uint32 level = getLevel(); uint32 rating_id = index - PLAYER_FIELD_COMBAT_RATING_1; - if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; + if (level>70) level = 70; GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(rating_id*GT_MAX_LEVEL+level-1); if (Rating == NULL) @@ -4124,7 +4124,7 @@ uint32 level = getLevel(); uint32 pclass = getClass(); - if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; + if (level>70) level = 70; GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); @@ -4145,7 +4145,7 @@ uint32 level = getLevel(); uint32 pclass = getClass(); - if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; + if (level>70) level = 70; // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
[patch][7559] allow script to send KilledMonster to all group members
in ... acceptedOld
Posted
Personally I would go further... instead of .. Single /Group Quest method... put into one function... This would include all kinds of Quest Complete functions.. if the quest shareabel it should search group members and complete specific quest parts. Don't forget pets.. but I don't know how they deal with the situation...