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Jermayan

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Posts posted by Jermayan

  1. *Sorry for the double post, it seems that the edit post is not working right now (Firefox, Latest REV)

    Ok i found a references to the eye in:

    SpellMgr.cpp @ 3850, inside the function void SpellMgr::LoadSpellCustomAttr()

    SpellID.h @ 98546

    SpellID.h @ 98646 (Recall)

    SpellID.h @ 98649(Summon)

    SpellID.h @ 98655 (Flight)

    SpellID.h @ 98660 (Visual)

    SpellID.h @ 98747 (Flight Boost???)

    SpellID.h @ 100913 (Recall again)

    ObjectMgr.cpp @ 981 *This line is commented out*

    That was running a search for acherus in the entire solution. Im going to sort out Database stuff later on tonight and see what i turn up.

  2. this is a trinity patch ? whe don't have vehiclekit in tassadar projet patch thoses patch please.

    this is a MaNGOS patch, hence it is on the MaNGOS forums. If you want to adapt it to trinity, then feel free to download it and try it yourself, but dont post about it on these forums.

  3. just to start I want to express that I have been staying out of this thread because I am complacent that they finally fixed the skeletal gryphons (which I still find rather hilarious they had to fix since they worked perfectly fine in 3.0.1......) So they can take their time on the eye since it seems to be such a difficult task and all.

    My question is just a curiousity... as it sounds, this is an eye issue? I havent checked recently, but wasnt there a warlock spell that let you cast a wizard's eye of sorts and explore with it? shouldnt it be pretty easy to just duplicate that as your base eye and then add the necessary auras for the rest of its job...

    was just a thought, I wouldnt begin to assume someone else hasnt thought of it ages ago, but since no one voiced it....

    I was thinking along the lines of making the eye a mind controlled creature (like the priest's Mind Control) and never even though of that..... (pretty bad since i play with a warlock xD)

    Maybe someone who is a little more experienced than me might wanna look into that....

  4. no problem catch: patch by GriffonHeart

    Sorry Im taking so long to respond. Thank you for those two files. Do you by chance happen to have the 3rd file? I can work on rewriting the first two, but i cant do anything about the eye without the third.

    If anyone has the third file please upload it somewhere and post a link (Not EffectSummonedPossesed.patch and Recall Eye Of Acherus.patch, I have those two)

  5. Hello,

    I've successfully updated my realmd, mangos, and characters databases with the paste and play method in SQLyog. I used the 0.11.6 versions (also labelled 384 corepatch...). I see that there is also a file called "384_updatepack_mangos.sql", but I am not sure how to implement that one.

    I have also placed UDB_0.11.6_Core_8734_SD2_1480.sql in my sql directory. My mangos installation started with the 7234e4 version.

    When I run mangosd and realmd I get the following errors:

    ERROR:SQL: SELECT required_8573_01_mangos_mangos_string FROM db_version LIMIT 1

    ERROR:query ERROR: Unknown column 'required_8573_01_mangos_mangos_string' in 'field list'

    ERROR:Table `db_version` have field `required_8731_01_mangos_creature_template` but expected `required_8573_01_mangos_mangos_string`! Not all sql updates applied?

    ERROR:SQL: SELECT required_8332_01_realmd_realmcharacters FROM realmd_db_version LIMIT 1

    ERROR:query ERROR: Unknown column 'required_8332_01_realmd_realmcharacters' in 'field list'

    ERROR:Table `realmd_db_version` have field `required_8728_01_realmd_account` but expected `required_8332_01_realmd_realmcharacters`! Not all sql updates applied?

    Can you tell me where to implement the "384_updatepack_mangos.sql" update, or if I have made some other error?

    you need to go to "your mangos directory/sql" and update the databases with the sql files there.

    and "384_updatepack_mangos.sql" gets applied to the mangos database before the updates included in "your mangos directory/sql"

    cheers!

  6. some forum related to retail..and this spell, it was described there that the weapon does it attacks when player attacks and also has its own autoattack..btw also saw somewhere that buffs are copied from player to weapon but idk if it is true..

    http://www.wowhead.com/?spell=49028

    somewhat down the page you will find this text:

    True, the weapon gets any buffs you activate on yourself (trinkets) or already have on yourself. (Such as Bloody Vengence). A great spell overall.

    as just above that line

    They really do mean it does the same attacks as the death knight. If you summon a ghoul while this is active, the weapon will actually also summon its own ghoul that will last until the weapon itself disappears.

    I'm not positive, but I also believe that if you cast Hysteria on yourself, the weapon gets that as well.

    apparently its supposed to cast its own Raise Dead spell IF the dk who summoned it casts the Raise Dead spell while DRW is active. Also any spells (Raise Dead, Army of the Dead, etc) that the DRW uses are dismissed after the DRW disapears

  7. hello i've got a load error from my core there :

    1) What revision do you have?

    2) how are you patching it? for example

     patch -p1 < patchname.patch 

    3) What OS is it compiling under?

    4) Are you running any other patches?

    I've inserted the patch into rev 8736, its compiling as i type. Ill post results as soon as i can.

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