Mr.Grom
-
Posts
24 -
Joined
-
Last visited
Never -
Donations
0.00 GBP
Content Type
Profiles
Bug Tracker
Wiki
Release Notes
Forums
Downloads
Blogs
Events
Posts posted by Mr.Grom
-
-
On latest rev, after 10486 from spell 50227
fix from False.Genesis work thx
-
wrong fix because - casterGUID is never empty and if it is - problem somewhere else, "return" is wrong because bounds contain all holders for same spell on current Unit - so why check only first one when you need to find exact same from caster who called delay?
Wrong fix because - casterGUID is never empty - Even creature corpse if ( !caster -> isAlive() || !caster-> IsInWorld()) ?
"return" is wrong - Then put "break" is also wrong fix ?
-
Tried this fixed a crash (probably a hack ) I have not repeated it
Fixed
-
Permanent crash on 10429
Registers: EAX:DBF62294 EBX:F2DDCB80 ECX:00000000 EDX:D42FCFE0 ESI:00000000 EDI:009737C0 CS:EIP:0023:0041D40F SS:ESP:002B:0B9C1C44 EBP:0B9C1C50 DS:002B ES:002B FS:0053 GS:002B Flags:00010216 Call stack: Address Frame Function SourceFile 0041D40F 00000000 std::_Tree<std::_Tmap_traits<unsigned int,SpellAuraHolder *,std::less<unsigned int>,std::allocator<std::Pair<unsigned int const ,SpellAuraHolder *> >,1> >::_Ubound+F 0049776E 00000000 Unit::DelaySpellAuraHolder+2E 007CAB52 00000000 DynamicObject::Delay+92 0077A9C0 00000000 Spell::DelayedChannel+3D0 004898AD 00000000 Unit::DealDamage+252D 0048C1A5 00000000 Unit::DealMeleeDamage+4E5 0048F39D 00000000 Unit::AttackerStateUpdate+1CD 008CE367 00000000 CreatureEventAI::DoMeleeAttackIfReady+E7 008CD917 00000000 CreatureEventAI::UpdateAI+337 004BF420 00000000 Creature::Update+7B0 004F9CAF 00000000 MaNGOS::ObjectUpdater::Visit+6F 004F9C32 00000000 VisitorHelper<MaNGOS::ObjectUpdater,Creature>+12 004F94A0 00000000 VisitorHelper<MaNGOS::ObjectUpdater,Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > >+10 004F8FD3 00000000 VisitorHelper<MaNGOS::ObjectUpdater,GameObject,TypeList<Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > > >+23 004F8860 00000000 VisitorHelper<MaNGOS::ObjectUpdater,TypeList<GameObject,TypeList<Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > > > >+10 004F54EF 00000000 Map::Visit<MaNGOS::ObjectUpdater,TypeMapContainer<TypeList<GameObject,TypeList<Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > > > > >+CF 004EFE47 00000000 Cell::Visit<MaNGOS::ObjectUpdater,TypeMapContainer<TypeList<GameObject,TypeList<Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > > > > >+67 004D9C3B 00000000 Map::Update+33B 006F4EA0 00000000 MapManager::Update+120 00650852 00000000 World::Update+832 004585BE 00000000 WorldRunnable::run+8E 009737D9 00000000 ACE_Based::Thread::ThreadTask+19 733C1864 00000000 ?invoke@ACE_OS_Thread_Adapter@@UAEKXZ+74 73DB3433 00000000 _endthreadex+44 73DB34C7 00000000 _endthreadex+D8 760BE3F3 00000000 BaseThreadInitThunk+E 77E8CFED 00000000 RtlCreateUserProcess+8C 77E8D1FF 00000000 RtlCreateProcessParameters+4E ======================== Local Variables And Parameters Call stack: Address Frame Function SourceFile 0041D40F 00000000 std::_Tree<std::_Tmap_traits<unsigned int,SpellAuraHolder *,std::less<unsigned int>,std::allocator<std::Pair<unsigned int const ,SpellAuraHolder *> >,1> >::_Ubound+F Local <user defined> 'this' Local <user defined> '_Keyval' Local <user defined> '_Pnode' Local <user defined> '_Wherenode' 0049776E 00000000 Unit::DelaySpellAuraHolder+2E Local <user defined> 'this' punting on symbol spellId punting on symbol delaytime Local <user defined> 'bounds' 007CAB52 00000000 DynamicObject::Delay+92 Local <user defined> 'iunit' Local <user defined> 'this' punting on symbol delaytime 0077A9C0 00000000 Spell::DelayedChannel+3D0 punting on symbol j Local <user defined> 'ihit' Local <user defined> 'this' punting on symbol delayReduce punting on symbol delaytime 004898AD 00000000 Unit::DealDamage+252D punting on symbol channelInterruptFlags Local <user defined> 'spell' Local <user defined> 'next' Local <user defined> 'i' punting on symbol morphSpell Local <user defined> 'vAuras' Local <user defined> 'this' Local <user defined> 'pVictim' punting on symbol damage Local <user defined> 'cleanDamage' Local <user defined> 'damagetype' Local <user defined> 'damageSchoolMask' Local <user defined> 'spellProto' punting on symbol durabilityLoss punting on symbol duel_hasEnded punting on symbol health
-
This fix
+ if (m_unitTarget && m_unitTargetGUID != caster->GetObjectGuid() && + !m_unitTarget->isVisibleForOrDetect(caster, caster, false)) + m_unitTarget = NULL;
-
ofc im learning myself reading some books and some guides from net but im not that pro yet...
Instead, the second script you can use this.
/* ScriptData SDName: item_levelplayer SD%Complete: 100 SDComment: Used for Leveling characters Random SDCategory: Items EndScriptData */ #include"precompiled.h" bool ItemUse_item_levelplayer(Player* pPlayer, Item* pItem, const SpellCastTargets &pTargets) { if ((pPlayer->isInCombat()) || (pPlayer->isInFlight()) || (pPlayer->isDead())) { pPlayer->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT, pItem, NULL); return false; } pPlayer->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); outstring_log("player level %i",pPlayer->getLevel()); if(((pPlayer->getLevel()) + 5) > 80) { outstring_log("playerlevel+5 > 80 (%i+5=%i)",pPlayer->getLevel(),pPlayer->getLevel()+5); if((80 - (pPlayer->getLevel())) > 0) { outstring_log("leveling for %i levels",(80-(pPlayer->getLevel()))); pPlayer->GiveLevel(pPlayer->getLevel()+(80 - (pPlayer->getLevel()))); } else { outstring_log("level would be 81+, exiting function"); return true; } } else { outstring_log("leveling for 5 levels"); pPlayer->GiveLevel(pPlayer->getLevel()+5); } pPlayer->DestroyItemCount(pItem->GetEntry(),1,true); return true; } void AddSC_item_levelplayer() { Script *newscript; newscript = new Script; newscript->Name="item_levelplayer"; newscript->pItemUse = &ItemUse_item_levelplayer; newscript->RegisterSelf(); outstring_log("SD2: item_levelplayer loaded"); }
-
Well, here's an example of the first one converted into C++:
Just to show what can be done with a rather poorly written Lua script.
I checked your script, racial abilities resets, but no new teach.
This should fix?
-pPlayer->learnSpell(spells[i].spell, false); +pPlayer->learnSpell(spells[i].spell, true);
-
I am using mangos 10382
Tried to apply the patches given by Wojta, but got this error for the:
multiseats_mounts.patch
and for the vehicle_mangos_10346.patch I get
Any help would be greatly appreciated!
Applied first vehicle_mangos_10346.patch
-
For patch from Kid 10 need do Full table `creature_transport` and
Apply
update creature,creature_transport set transguid=entry, `trans_x`=`TransOffsetX`, `trans_y`=`TransOffsety`, `trans_z`=`TransOffsetz`, `trans_o`=`TransOffseto` where id=`npc_entry`;
-
Is not a typo, see Creature.h
+ void SetGuidTransport(uint32 guid){guid_transport=guid;} + uint32 GetGuidTranspor(){return guid_transport;}
-
Full table `creature_transport`
Work patch fom Trnity
-
thx so much kid 10, this version of this patch looks much better now.
the Problem I have is that the big ships in icecrown (skybreaker and orgrims hammer) do not seem to be normal transports, the patch doesn't work with them anyway. The NPC stands in the air but doesn't move with the ship. Can anyone give me information about this? would be very nice
Add this:
// transport size limited - m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50) + m_movementInfo.t_x > 250 || m_movementInfo.t_y > 250 || m_movementInfo.t_z > 250)
-
This is not a hack, because it is an additional check. And it does not hinder anybody.
-
Script
Index: scripts/npc/npcs_special.cpp =================================================================== --- scripts/npc/npcs_special.cpp (revision 1262) +++ scripts/npc/npcs_special.cpp (working copy) @@ -1288,7 +1288,33 @@ } return true; } +/* Need more Review! +struct MANGOS_DLL_DECL npc_mirror_image : public ScriptedAI +{ + npc_mirror_image(Creature* pCreature) : ScriptedAI(pCreature) {} + Unit * owner; + void Reset() + { + if (m_creature->isSummon()) + owner = ((Summon*)m_creature)->GetOwner(); + if (!owner) + return; + m_creature->SetDisplayId(owner->GetDisplayId()); + owner->SetLevel(owner->getLevel()); + // Inherit Master's Threat List (not yet implemented) + owner->CastSpell((Unit*)NULL, 58838, true); + // here mirror image casts on summoner spell (not present in client dbc) 49866 + // here should be auras (not present in client dbc): 35657, 35658, 35659, 35660 selfcasted by mirror images (stats related?) + // Clone Me! + owner->CastSpell(m_creature, 45204, false); + } +}; +CreatureAI* GetAI_npc_mirror_image(Creature* pCreature) +{ + return new npc_mirror_image(pCreature); +} +*/ void AddSC_npcs_special() { Script *newscript; @@ -1354,4 +1380,9 @@ newscript->pGossipHello = &GossipHello_npc_sayge; newscript->pGossipSelect = &GossipSelect_npc_sayge; newscript->RegisterSelf(); + + /*newscript = new Script; + newscript->Name = "npc_mirror_image"; + newscript->GetAI = &GetAI_npc_mirror_image; + newscript->RegisterSelf();*/
-
Try it
- sLog.outError("HandleMoveNotActiveMover: incorrect mover guid: mover is " I64FMT " and should be " I64FMT " instead of " I64FMT, _player->m_mover->GetGUID(), _player->GetGUID(), old_mover_guid); + sLog.outError("HandleMoveNotActiveMover: incorrect mover guid: mover is " I64FMT " (%u) and should be " I64FMT "(%u) instead of " I64FMT "(%u)", + _player->m_mover->GetGUID(), _player->m_mover->GetGUIDLow(), _player->GetGUID(), _player->GetGUIDLow(), old_mover_guid, GUID_LOPART(old_mover_guid));
-
As a temporary fix
INSERT INTO `spell_disabled` (`entry`) VALUES ('58597');
-
absolute Judgement of Light(spell *20185) skill Problem!
hm... anyone know proc fix? another fix?
As a temporary fix
INSERT INTO `spell_disabled` (`entry`) VALUES ('57345');
-
U can seat on tanks but its works nemnogo koryavo
in Ulduar vehicles operate so.
you can ride on them
you can shoot
but they have not filled with energy
Fill them with energy and laid out here, what is the problem?
-
After this commit patch vehicle don't work normal.
[8710] Make vehicle guid counter per-map local.
-
Maybe it will help you: from Vehicle.dbc- vehicle_data_ID and VehicleSeat.dbc- vehicle_seat_data_ID
enum CustomVehicleFLags { VF_CANT_MOVE = 0x0001, // vehicle не может двигаться, только поворачиваться, может быть реализуется специфичными аурами? VF_FACTION = 0x0002, // vehicle не наследует фракцию пассажира VF_DESPAWN_NPC = 0x0004, // vehicle деспавнится после использования VF_DESPAWN_AT_LEAVE = 0x0008, // vehicle деспавнится после выхода водителя VF_CAN_BE_HEALED = 0x0010, // vehicle может быть вылечено VF_GIVE_EXP = 0x0020, // vehicle разрешить получение XP VF_MOVEMENT = 0x0040, // vehicle двигается самостоятально, не зависимо от водителя, который только может кастовать спелы VF_NON_SELECTABLE = 0x0080 // vehicle нельзя выделить после входа водителя //VF_HAS_FUEL = 0x0100, // TODO : find out what energy type is fuel and implement this }; enum CustomVehicleSeatFLags { SF_MAIN_RIDER = 0x0001, // контролирующий vehicle может также кастовать спеллы SF_UNATTACKABLE = 0x0002, // сидящих внутри нельзя атаковать, пока vehicle не будет разрушен SF_CAN_CAST = 0x0004, // игрок/НИП могут поварачиваться и кастовать СОБСТВЕННЫЕ спеллы SF_UNACCESSIBLE = 0x0008 // используется в скриптах };
-
8877 is working good for me no crash yet but also no new vehicle support eather, I wish NetSky would release those new sql's atleast :cool:
as of 8896 something has happened again to the branch, I did my normal pull and updated mangos then compiled got a mess of warnings, so I made a new Repo and added the vehicle_mangos_8877.patch to it only and got pa couple patch errors, fixed them and then got the same 24 warnings in the compiler. Can somebody please verify if I made a mistake or not.
Thank You
After applying any patch, do komity in your local Git repository and then you do not have to upgrade every time a patch.!
commit creates a command git
commit -a -m "resolved confliсts"
-
I compile with no errors execute 4 sql files but not work any ideas?
Little better, try
-
i will update mine soon - as long as i am working with a modified version of the actual patch i did not realize which major bugs could be there.... transport unitflag was not added correctly for passive passenngers or passive vehicle pilots, movement packages were not handled correctly...
btw gathered also data for additional vehicles getting rid of vehicle_data and vehicle_seat_data by generic use of dbc seem to be no good ides since many vehicles need custom flags for correct work.
NetSky dreamer who works alone in the tank when you sit down, and when a few people, there is a new patch here problemma.
Patch for 8877 net kernel here
Mangos Anti Cheat HELP
in OldCore modifications
Posted
Fix for:
In SpellAuras.cpp