pelle
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Everything posted by pelle
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works on trinity btw., should work on mangos too.
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Happy new Year!
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there is probably a wrong dbc value, so soultions are: -edit dbc (illegal procedure) -write something on spelleffects.cpp/spellauras.cpp/unit.cpp -control values in the databse (for exemple the damage of some spell bonuses is inside spell_bonus_data) this is a script/waypoint issue, so from scripts (mangos use scriptdev2) or from db where are set coord of waypoint if your patch file is called patch.diff just patch -p1 < patch.diff
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i suggested this ( http://dev.trinitycore.org/trinitycore2/issue/899/fix-overkill-proc-after-vanish ) patch to trinity, should work on mangs too.
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i suggest to use this struct "patch -p1 < patch_name.patch" ...far better.
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i agree with you!
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i absolutely prefer usability
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does someone has the original link? thanks
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are you sure? i saw the same patch here http://spezies0815.datearea.de/ and it's not your....!
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lol clash with reality
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...and on its data field. the udb's wiki has something on that
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for exemple, i did a .patch files of my custom changes, downloaded 0.14 milestone and applied, compiled and all fine....
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i suggest to create a "clean" mangos branch (at same rev of you custom one), and the branch patched with your custom. do a .patch with "git diff master..custom > changes.patch" and youll get all your custom changes in a single patch file. now switch to master branch and uptdate, delete custom and make a copy of master ("git branch -f custom") and apply patch ("patch -p1 < changes.patch"). after that check for errors and you can compile. Fell free to comment
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in every debug logs i can see many <value optimized out> after some variables, what does it mean? using mangos 0.14 at 8478, on ubuntu server.
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[Patch][8956] Implement aura SPELL_AURA_ALLOW_ONLY_ABILITY
pelle replied to Auntie Mangos's topic in ... acceptedOld
i can confirm it's working correctly -
[patch][8944] Use SummonProperties.dbc and related
pelle replied to Auntie Mangos's topic in ... acceptedOld
does it fix army of the dead and others controlling spells? btw nice patch -
as general guideline, start looking at mangos's commit and you'll learn quite much from how all is working... for exemple on spellauras.cpp you will find the script of all the auras used by the spell, on spelleffects.cpp the effects/trigger, on spell.cpp general spell system, on unit.cpp some formulas and other stuff, and so on...
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mangos is the union of a core and a database (and .dbc, that are extracted from the client), so it's impossible to hard code every part of the game in the c++ source (no, is possible but not very intelligient) so there are some abilities that need a script or other that are treated "generally". so, for exemple, the scripting of battlegounds of arenas are done in the code, as some exeption like raise dead ecc, other things like the proc system, the bonus that spells take are taken from database. there are so many thing to say that probably a dev or a smarter mangos user than me can say them better.... Happy mangos
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[Fix] Seal of Command, Corruption/Vengeance, Blood/the Martyr
pelle replied to Auntie Mangos's topic in ... acceptedOld
PROC_FLAG_SUCCESSFUL_MILEE_HIT = 0x00000004, // 02 Successful melee auto attack -
i don't know, editing dbc files is NOT legal and supported here, we have to find another way...
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i was thinking abount to insert a cooldown on the spell after the cast, btw i'm not sure it will work...
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Lol, very old post, i did a fix for that, probably gonna post it if it still exist
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donwloaded and installed it, i can't find that .h or .lib too....
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just a question.... i havn't the omp.h in my compiler (VC++ express 2008) so how can i use this patch? or where can i find that header?
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