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maguus

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Everything posted by maguus

  1. Thank you for the answer. Rummaging around in spell.dbc... Edit: found http://www.wowhead.com/?spell=51592 for Q http://www.wowhead.com/?quest=12605 http://www.wowhead.com/?spell=55364 for Q http://www.wowhead.com/?quest=12629 & http://www.wowhead.com/?quest=12643 http://www.wowhead.com/?spell=51026 for Q http://www.wowhead.com/?quest=12519 http://www.wowhead.com/?spell=51872 for Q http://www.wowhead.com/?quest=12630 But nothing for 11887 *sad*
  2. Hi everyone, by using npc_spellclick_spells you can "loot" any npc as many times as you wish/need to. E.g. in quest http://www.wowhead.com/?quest=11887 you need to 7 Gnomish Emergency Toolkit. You can loot 7 toolkits from one npc. How can I make the npc empty or disapear for a minute or so? To my mind this should be core functionality, like looting chests. Thanks in advance Mark
  3. In the function Player::TalkedToCreature mangos counts talking as killing for questrequirements. I don't know if this function was for scripting purpose, but now this function leads to some bad sideeffects. There are some 'killingquests' where you have to kill x from a group of different monsters. E.g. In quest 12978, you have to kill 10 of 29380, 29370 or 29374. No problem with EventAI, but the used creature_entry for this group is the entry from the questgiver. So you just have to talk to the questgiver 10 times to finish the quest. To my mind just delete row _player->TalkedToCreature(unit->GetEntry(),unit->GetGUID()); in WorldSession::HandleGossipHelloOpcode. PS.: What was the purpose of treat talking as killing for questrequirements?
  4. Well, it's possible to present ONE dialog. But if you use the guid from the GO, nothing happens. So IMHO it's a lag of core support. Well, after selecting an option in the dialog the function WorldSession::HandleGossipSelectOptionOpcode() is called, but this support creatures only, because it uses GetNPCIfCanInteractWith(). Till further support, we can use a _BAD_ work-around. Just use a guid from a special NPC, that will be used to supprt the dialog. That NPC must implement a function for newscript->pGossipSelect(). If anyone, want a full example, drop me a line. Can anyone write a proper request to support custom scripted dialogs from GO direct like for NPCs. My english is far not good enough for that. AFAIK there are just two points: * Support GO in WorldSession::HandleGossipSelectOptionOpcode(). That's relative easy, because you can decide which object is 'calling' by the HIGH GUID. (NPC: 0xF130, GO: 0xF110) For that a function like "GetGOIfCanInteractWith()" is needed. * If GO is 'calling' we need a script function like newscript->pGOGossipSelect(Player*, GameObject*, uint32 , uint32 ) being called.
  5. EffectSummonChangeItem doesn't work. Try it with http://www.wowhead.com/?item=18609 <-> http://www.wowhead.com/?item=18608 or http://de.wowhead.com/?item=17074 <-> http://de.wowhead.com/?item=17223 With this patch it works for all 5 items (incl http://www.wowhead.com/?item=30540) that uses this ability. diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 4969f4d..ace5542 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -3093,11 +3102,12 @@ void Spell::EffectSummonChangeItem(uint32 i) else if( player->IsEquipmentPos ( pos ) ) { uint16 dest; + player->DestroyItem(m_CastItem->GetBagSlot(), m_CastItem->GetSlot(),true); uint8 msg = player->CanEquipItem( m_CastItem->GetSlot(), dest, pNewItem, true ); - if( msg == EQUIP_ERR_OK ) + if (( msg == EQUIP_ERR_OK ) || + ( msg == EQUIP_ERR_CANT_DO_RIGHT_NOW )) { - player->DestroyItem(m_CastItem->GetBagSlot(), m_CastItem->GetSlot(),true); - + if ( msg == EQUIP_ERR_CANT_DO_RIGHT_NOW ) dest = EQUIPMENT_SLOT_MAINHAND; // prevent crash at access and unexpected charges counting with item update queue corrupt if(m_CastItem==m_targets.getItemTarget()) m_targets.setItemTarget(NULL); The problem is that directly after DestroyItem(...) the function CanEquipItem(...) returns EQUIP_ERR_CANT_DO_RIGHT_NOW. I know that using const EQUIPMENT_SLOT_MAINHAND isn't perfect but it works. Perhaps someone can write a better version.
  6. So, any solution with current rev possible? Or any plans to support 'GO_Dialogs'?
  7. Yes the topic touches scripting, but I don't ask how to script. It's no problem to implement custom dialogs with creatures. The functions pGossipHello and and especially pGossipSelect are used for this. But I don't see any similar for GOs. So I try to figure out if there is a lack of core support. Hopefully not, which can be proven best by an example. Sorry for my bad english, not my mother tongue.
  8. Hi all, there are several objects that interact with the player by presenting a dialog. E.g. the wind stones in silithus oder skull piles in skettis, where you choose the summoning boss. I just can figure out how to present an dialog if the player clicks on a gameobject. I didn't find a example, so please give ma a hint.
  9. maguus

    What is dbcfmt?

    No problem, so everybody can surf in the DBC and WDB Data. No mystic Data anymore I will pass your thanks to the author. Datatrap V1.1.9 is out. If you find any bugs or suggestions pn me.
  10. With WOTLK there is a new weapon type. First some facts about it. They are only Bind on Account. So you can switch it from one character to any other. DB-facts: These items are can be selected by "WHERE `quality` = 7". They have no stats but are counted through at stat_type10 and have something like a bitflag in stat_value10. These weapons do not have fixxed values, but scale with the level of the actual character. they have no level boundries. Now I want to know how are those items supported. What Tables will be introduced to support these items? If someone has information about the values at some levels of these Items, please post them or pm me. To get those Information you can post the item in the chat and get Infomration according to your level. You cat get the link by yourself from WoWHead. Go the the item page: http://www.wowhead.com/?item=###Item-Number### Click on the Link-button. Copy the text from the Dialog and paste it to the chat in your official Wotlk. Here is my (not complete) list of items with new quality 7 42945,42946,42947,42948,42949,42950,42951,42952,42984,42985,42991,42992,44091,44092,44093,44094,44095,44096,44097,44099,44100,44101,44102,44103,44105,44107,44115
  11. maguus

    What is dbcfmt?

    The format changes sometimes of cause without telling in changelog :lol: It's not the problem to get the format, but the information behind those numbers. Many columns are illustrated at http://www.sourcepeek.com/wiki/Category:World_of_Warcraft. To my mind the actual best extractor is DataTrap. Direct from WoW Client to SQL-Database with human readable formats and meaningful columns. In MaNGOS many formats are not specified because the server doesn't need them, but they are very interesting and informative. If you don't want to search by yourself use http://www.google.com/search?hl=de&q=DataTrap+MaNGOS as a start.
  12. Hi developers, i like to talk about your way to solve the phases of deathknight startquests. Just to remember: There are same phases where the environment is different. If the player completes the last quest in one phase he changes the phase. Every player in the same phase can interact with each other but not with others in other phases. That's completely new. The phase is not changing serverwide, each player is in it's own phase. Now I like to talk about your way to manage this. It's the startarea for the new class everybody wants to play. :cool: So this has a high priority and needs a quick solution, after your wotlk-release, for all mangos-servers out there. Are you making virtual dungeons since blizzard uses one map for it. Are you using new db tables? Please tell us their structure as far they are stable. I, as a DB-guy, like to get generell information aboud the needed DB-structures in order to start with a functional deathknight startarea. This is not the place to talk about the difference between the phases, it about the db-structure and how we must reprocess the information for mangos. Thanks in advanced
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