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Graftal

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Posts posted by Graftal

  1. I missed that, it says that to me too. If you do a .save the logs says:

    ::_SaveInventory - the bag(255) and slot(255) values for the item with guid 9070 are incorrect, the player doesn't have an item at that position!

    Is this a DB or patch problem you think? My flags seem correct to me.. Also, it shouldn't be a cache problem because mangos itself complaints. On a last note, when you logout/login you lose the enchant on the item and re-gain the scroll.

  2. A little change to let the patch apply on newer mangos:

    diff --git a/src/game/PetAI.cpp b/src/game/PetAI.cpp
    index 8de2644..23d431a 100644
    --- a/src/game/PetAI.cpp
    +++ b/src/game/PetAI.cpp
    @@ -162,7 +162,7 @@ void PetAI::UpdateAI(const uint32 diff)
                        return;
                }
                // not required to be stopped case
    -            else if (m_creature->isAttackReady() && m_creature->canReachWithAttack(m_creature->getVictim()))
    +            else if (m_creature->isAttackReady() && m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
                {
                    m_creature->AttackerStateUpdate(m_creature->getVictim());
    
    @@ -335,6 +335,6 @@ void PetAI::AttackedBy(Unit *attacker)
    {
        //when attacked, fight back in case 1)no victim already AND 2)not set to passive AND 3)not set to stay, unless can it can reach attacker with melee attack anyway
        if(!m_creature->getVictim() && m_creature->GetCharmInfo() && !m_creature->GetCharmInfo()->HasReactState(REACT_PASSIVE) &&
    -        (!m_creature->GetCharmInfo()->HasCommandState(COMMAND_STAY) || m_creature->canReachWithAttack(attacker)))
    +        (!m_creature->GetCharmInfo()->HasCommandState(COMMAND_STAY) || m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE)))
            AttackStart(attacker);
    }
    

    Great job pasdVn, still the best ;)

  3. Failed compiling with this patch:

    2>..\\..\\src\\game\\SpellMgr.cpp(1339) : error C2446: '==' : no conversion from 'int' to 'const uint32 *'
    2>        Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast
    2>..\\..\\src\\game\\SpellMgr.cpp(1339) : error C2040: '==' : 'const uint32 [2]' differs in levels of indirection from 'int'
    2>..\\..\\src\\game\\SpellMgr.cpp(1340) : error C2446: '==' : no conversion from 'int' to 'const uint32 *'
    2>        Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast
    2>..\\..\\src\\game\\SpellMgr.cpp(1340) : error C2040: '==' : 'const uint32 [2]' differs in levels of indirection from 'int'
    

    Change SpellVisual with SpellVisual[0] and it compiles well. :)

  4. I think this is currently done only for spellbonus damage. As steadyshot is not a "magical" spell, but something as a meleespell, it is calculated by Unit::meleedamagebonus(). But would be a good Idea to add a peace of code to make this table also usable with melee spells...

    (of course we need a new column with rangedattackpower than)

    Edit: Besides Steady Shot should not delay autoshot anymore. Maybe this is not the best sollution to post it here, but I don't want to spamm the patch forum with a lot of threads about the same topic. So here is just a small additional patch fixing that: http://pastebin.com/m167feb8c. No flags or anything changed (see Allakhazam) so we have to hardcode it :-/

    This is still bugged, but the link doesn't work anymore, could you please post it again pasdvn? thanks :)

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