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Patman128

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Everything posted by Patman128

  1. Any scripting language that can bind with C++, mangos "supports." That is what he is talking about. If you actually know C++, I would recommend you read up on Lunar. Also look into how Arc's Lua system works for a good example of using Lunar. Simple example: http://lua-users.org/wiki/CppBindingWithLunar
  2. In Player.cpp, bool Player::ToggleAFK() (line 1577) change the function to: bool Player::ToggleAFK() { ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); // afk player not allowed in battleground if(state && InBattleGround()) LeaveBattleground(); if(state) GetSession()->KickPlayer(); return state; }
  3. " Revision: r97 Author: tv2knet Date: Dec 12, 2006" it's not going to work without some major changes. If you can't make those changes, don't.
  4. Shouldn't it probably send some sort of message when it fails?
  5. FAQ, #14. asdfasdf
  6. That is because if you don't send the menu, adding gossip items does nothing.
  7. You have the part where you send the gossip menu commented out.
  8. It should actually be implemented as a dummy proc. I'm not sure where exactly you'd do it, you should talk to vladimir.
  9. A script should not be required. This should be part of the mangos gossip system.
  10. Most likely a new action will have to be added, because adding spells is not supported by mangos and the idea is to cover most gossip scripts. Adding items seems like a fairly basic thing.
  11. But the person doesn't want no sanctuaries. He just wants to make some zones FFA (or PvP, not sure what he meant.)
  12. What is this? It's not what he asked for.
  13. You would do the exact opposite. Search for the part in the source which checks if the zone flag is set to hostile, and add an exception there.
  14. Alright it's been updated to the latest information. I may have missed some of the 5 million 3.2.2 builds.
  15. Like Lynx said. You don't have to understand it, you just need to know where to look up stuff.
  16. Like Vladimir said in the thread you quoted, the bank is part of the character's inventory. It is sent with the other inventory stuff.
  17. - Depends whether it is an effect or an aura which is bugged. If it's an effect, then you need to modify SpellEffects.cpp, if it's an aura then it's SpellAuras.cpp. - This is in ScriptDev2, and it depends how it's implemented in ScriptDev2. To correct it you make him walk. - Depends on the patch. Either use linux patch command or git apply. Your questions are too vague to go into real detail.
  18. Wouldn't keeping the column in there defeat the point of the entire switch? I mean, the problem is if they get access to the database, they can get into any account with a packet editor. As long as that field is there, nothing changes. Would you mind posting this new PHP function for authenticating?
  19. http://lmgtfy.com/?q=how+to+apply+a+patch+git
  20. No, you can send new modules, and yes, you can find the keys to them. They have been decrypted without a problem.
  21. Spambot? Personally, I would rather not get rid of the field simply because I use it. However, if redoing it in PHP is not too difficult, I might do it this way.
  22. There is no one file. It depends on the spell and what needs fixing.
  23. There are no tutorials. You have to learn by reading code and examples.
  24. Looks good. The only problem is: + uint32 tmp_gmlevel = 0; + + switch(m_session->GetSecurity()) // Maybe check this later with the direct GMLevelID from Account table + { + case SEC_PLAYER: + tmp_gmlevel = 0; + break; + case SEC_MODERATOR: + tmp_gmlevel = 1; + break; + case SEC_GAMEMASTER: + tmp_gmlevel = 2; + break; + case SEC_ADMINISTRATOR: + tmp_gmlevel = 3; + break; + default: + return false; + } + + uint32 a_gmlevel = tmp_gmlevel; // GM-SecurityLevel from GetSecurity(), maybe pull that directly from AccountData for better Custom Settings Like they said, can be reduced to just: + uint32 a_gmlevel = m_session->GetSecurity(); Does exactly the same thing. If that doesn't work (I haven't tried it) try: + uint32 a_gmlevel = ((uint32)m_session->GetSecurity());
  25. I'm pretty sure they will only evade when they can't find any available path to their target. Also, pathfinding affects some spells, such as warrior's charge spells.
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