laise
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Posts posted by laise
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Is that proposal always sended no mater if dungeon is finished or not? yes
If leader accept proposal, rolescheck recasted? don't know. probably not
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)
5. So long as they are still in the party, members who have teleported out can also choose to teleport back to the dungeon and continue play if their role has not been taken by another player.
If party leader does not choose to re-queue, remaining party can continue to play through the dungeon but no new members can join using DF. New members can join the dungeon if they are invited to group and enter dungeon by summoning spells or using entry portal.
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?
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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
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works fine on latest rev. Any example spell that doesn't get it's damage reduced?
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1) works fine on latest rev
2) shouldn't affect critical chance
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Intervene not dropping charges now. Wrong proc_ex for spell 3411 set?
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.
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effectiveness of this forum is not much higher than that:) this code I have almost unchanged, but the additions - other (including that you made in 11776)
Ok, will check yours, but after LFG related stuff is finished
effectiveness of this forum is not much higher than that:)
I very rarely check other forums' patches
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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 ?
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in [11778]. Thanks =)
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I could possibly help you do some basics, but you cannot ask for "custom" help here since mangos is a project to reproduce a blizzlike 3.3.5 server
- LilleCarl
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. How to make xp bar till lvl 255?
2. How to make bigger spell dmg?
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
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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)
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2. Well, It uses same packets for instance. LFR is just another category of Dungeon finder, although it works differently. (I am not really sure I properly understand your question, sorry if I am answering to different thing Oo)
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
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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
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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)
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what spell is bugged and why healing-done should be updated on tick?
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if it should drop charges when target is actually harmed then why do it on target selection ? both Grounding and Intervene have proc flags for on-hit case and also according to wowwiki & wowhead it is possible to redirect more than one spell same time if second spell is cast before first hits. about wrong redirects - seems like it should ignore all SPELL_SCHOOL_MASK_NORMAL(can add check in SelectMagnetTarget or before or maybe drop SPELL_DAMAGE_CLASS_NONE from condition) and AoEs
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changed to proc using way in [11766]
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not confirmed in 11761, cast end procs still being worked on, so better update
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Should be fixed in [11760]
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can you tell spell id of pet charge?
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Yeah , it happened after spell mod change. main problem is that there is no difference between spells that proc on cast end and spells that proc on actual hit, for example 63280 that should be on end of cast and 55440 that needs actual hit. Maybe need to have special proc_ex for such cases but it will require adding lots of records into spell_proc_event.
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mangosd crashes when casting Volley (Hunter)
ProcDamageAndSpellFor related crashes should be fixed in [11757]
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should be fixed in [11752]
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should be fixed in [11738]. Please confirm if armor increasing enchantments are still bugged
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should be fixed in [11733]
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should be fixed in [11717]
[patch]Player EntryPoint
in ... under reviewOld
Posted
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