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Patman128

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Everything posted by Patman128

  1. Look at http://wiki.udbforums.org/index.php/Gameobject_scripts It's the guid for some reason.
  2. Yeah, but now they can't talk and trade with players of the same faction outside of their group. What's worse, they can be attacked by their own faction but they can't attack back.
  3. This patch is unnecessary. Just use gameobject_scripts and attach it to the object's guid (shouldn't it be the id instead?)
  4. I tried adding this into Unit::RemoveNoStackAurasDueToAura if( is_sspt && spellProto->SpellFamilyName == SPELLFAMILY_SHAMAN && i_spellProto->SpellFamilyName == SPELLFAMILY_SHAMAN && spellProto->SpellIconID == 1712 && i_spellProto->SpellIconID == 1712 ) { // cannot remove higher rank if (spellmgr.IsRankSpellDueToSpell(spellProto, i_spellId)) if(CompareAuraRanks(spellId, effIndex, i_spellId, i_effIndex) < 0) return false; // Its a parent aura (create this aura in ApplyModifier) if ((*i).second->IsInUse()) { sLog.outError("Aura (Spell %u Effect %u) is in process but attempt removed at aura (Spell %u Effect %u) adding, need add stack rule for Unit::RemoveNoStackAurasDueToAura", i->second->GetId(), i->second->GetEffIndex(),Aur->GetId(), Aur->GetEffIndex()); continue; } RemoveAurasDueToSpell(i_spellId); if( m_Auras.empty() ) break; else next = m_Auras.begin(); } But no success, it still stacks without a problem.
  5. Thanks guys for all the help. I tried putting it into spell_chain with no success. I will try the solutions Lightguard described.
  6. Just tried your patch, as well as manually coding it with return true, neither make any difference. The spell still stacks without a problem.
  7. Patman128

    Help!

    On the web? Just search around C++ tutorial on Google. You can probably get a good one for whatever you speak natively.
  8. Thanks, I will be trying your patch and seeing if it works. If not, I'll post the necessary and working fix on here. Since you are here, do you have any ideas on how I would keep Curse of Tongues from applying on bosses?
  9. I was working on a fix for the shaman spell "Fire Resistance Totem" (Example: http://www.wowhead.com/?spell=8184 http://www.wowhead.com/?spell=8185). I am trying to prevent multiple ranks of the spell from stacking with each other. Basically, I have set-up a section of SpellMgr.cpp (SpellMgr::IsNoStackSpellDueToSpell() lines 1410-1428) to look like this: case SPELLFAMILY_SHAMAN: if( spellInfo_2->SpellFamilyName == SPELLFAMILY_SHAMAN ) { // shaman shields if( IsElementalShield(spellInfo_1) && IsElementalShield(spellInfo_2) ) return true; // Windfury weapon if( spellInfo_1->SpellIconID==220 && spellInfo_2->SpellIconID==220 && spellInfo_1->SpellFamilyFlags != spellInfo_2->SpellFamilyFlags ) return false; // prevent fire resistance totem from stacking if( spellInfo_1->SpellIconID==1712 && spellInfo_2->SpellIconID==1712 ) return false; } // Bloodlust and Bloodthirst (multi-family check) if( spellInfo_1->Id == 2825 && spellInfo_2->SpellIconID == 38 && spellInfo_2->SpellVisual == 0 ) return false; break; I have added the extra lines after the Windfury check, where 1712 is it's icon (I've checked Spell.DBC and I've also made sure that they are both SPELLFAMILY_SHAMAN spells) However, they still stack without a problem. Does anyone know what might be incorrect or what might need checking as well to keep them from stacking?
  10. So, we know how to decrypt modules, send modules, and send/receive packets from it, but we still don't know the format of the decrypted packets or how they work?
  11. Just realized something: if an Alliance player goes into a group with a Horde leader, then they are turned into a Horde player and can be attacked by Alliance players and guards.
  12. I was thinking it would be useful for extracting modules from official servers for use with your Warden system. Also useful for looking into the modules and how they work. Oh, and you mentioned Mediv.mod as the base Warden loader, when I'm pretty sure on WoW it's Maiev.mod (as in http://www.wowwiki.com/Maiev :lol:) Just a minor issue but probably nothing important. It may also be a regional thing, I'm not sure.
  13. Here's that thing I was talking about: http://www.gamethreat.net/forums/old-downloads/38708-warden-explorer.html Also, you never answered my question about sending a module. I apologize right now for my noobiness, I know it must be frustrating to see someone walk up to the code you've working on for a long time and pick it apart with "OMG WAT DOES THIS DO?!" but I am interested in learning more about this.
  14. So, the only real practical way to ban a MAC address is through client-side anti-cheat?
  15. First topic. Wait...
  16. Remove the additem command from them?
  17. Post the script maybe?
  18. Your graveyards aren't linked...? Which database are you using?
  19. So, does this mean you are going to fix merge conflicts or will individual patch creators need to fix conflicts before doing a pull request? Also, will you open a 0.12 experimental branch too?
  20. I wouldn't mind IP range banning (for those who have dynamic IPs but limited to a small subset of IPs)
  21. Yeah, but you are saying it isn't effective for the reasons: A. It doesn't go over routers; and B. You can change it easily. The only real problem I have with this is that the exact same applies to IP address banning. Do you think mangos should dump that as well, since it provides "NO security"? I think you are missing a fundamental point. Yes, there are going to be experienced hackers out there to ruin your day and mess things up, and they are going to change their MAC if you block it. But most of the people out there who are hacking are 12-year-old kids with tools they found on the internet (which may or may not contain trojans) Most of them aren't going to figure out how to change their MAC address, let alone that you banned it. There IS more security in banning IPs and MACs. You can change both, but by the time you do you might as well go hack on some less secure server.
  22. A manager once complained about the internet bills here. I recommended just pulling the ethernet cable out of the computer and watching the money pile up. On-topic: I think MAC banning would be a good measure for added security and will be looking into it.
  23. I'm genuinely interested, it's just too low-level for my "C++ experience" to handle. Just wondering, let's say I had a module for detecting cheats. Could you give an example of how I would send this module to the client? EDIT: Done some more research, found a nice tool for extracting modules from WoW's cache (it stores them locally in wowcache.wdb after closing) and even decrypting/converting them into DLLs. Client side anti-cheat for the average server admin is looking pretty promising.
  24. IP addresses can easily be changed as well, by either a dynamic IP or a proxy, so that isn't really any use either for serious security (even more so because you can't ban IP ranges, only specific addresses.) I think a combination of MAC and IP banning would be the best security you can possibly have.
  25. std::string address = pPlayer->GetSession()->GetRemoteAddress();
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