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laise

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  1. Maybe just need to rename bgData to EntryPoint, instance id can hold LFG instance id and team can be used for dungeons such as Halls of Reflection
  2. 1)if dungeon is finished - haven't seen any pop up 2)rolecheck is always run when lfg group joins queue(doesn't matter if leader or group member initiated it) not sure but I think if you remain in the group and all encounters are complete you can't teleport back there. about re-queue - are you sure that only party leader can run it?
  3. First you need an object that updates based on how much time passed like unit/aura/etc. and parameter to hold current position in list on it, then it's same as SD2 timers for events - just move to next element when timer expired
  4. works fine on latest rev. Any example spell that doesn't get it's damage reduced?
  5. 1) works fine on latest rev 2) shouldn't affect critical chance
  6. happens because actual aura is applied on target and damage, being redirected, hits caster, which doesn't have any related auras so can't proc. Need to call proc on target for redirected by this aura's spell, also need to confirm if this aura forces any type of procs happen on target when caster is hit or just this specific aura.
  7. Ok, will check yours, but after LFG related stuff is finished I very rarely check other forums' patches
  8. because yours is later than this one, don't provide clean src compatible version and if it's based on this one - why you don't provide any links here ?
  9. Maybe need to have different section for custom stuff, but I don't see anything wrong with having it here - I mean doing something on your own is still learning and blizzlike or not is important only for patches meant for main branch. Ofc bug reports for custom cores won't be accepted. 1) MaxPlayerLevel in mangosd.conf, but need to check if it won't cause variable overflow since all damage & stat values will become really big 2) in general - in CalculateSpellDamage, can have something like custom multiplier and if really want can add it's value to config, so you won't have to compile it everytime you change that value
  10. you mean https://github.com/mangos/mangos/commit/f683e3cb007a678cb537b3d3d09d29ab32321e99 is being wrong? SetStackAmount method reapplies modifiers (first apply anyway is called after holder creation) and sends update to client (adding holder will send that update anyway and it shouldn't be twice)
  11. I meant if there is any info that LFR has something in common with dungeon finder in how it should be implemented or it can be something entirely different that just happens to share some packet/s with LFD
  12. soo lezz revive it. There are few things I don't quite understand in all dungeon finder implementations: - why there are different queues for players and groups ? - why looking for raid feature tends to be mixed with dungeon finder - I mean if they should be entirely different things or LFR just displays "hidden" in LFD info in different way (i.e. players/groups queued for specific instance) discuss
  13. Yeah but is there any source of information to confirm that this is how it used to worked on retail? (because 3.3.5 and later should work this way)
  14. what spell is bugged and why healing-done should be updated on tick?
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