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pelle

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Everything posted by pelle

  1. i dind't want to bo offensive, sorry.
  2. the code in the core don't work and i don't know why!
  3. ok thanks, so i have to insert there the id of the arena preparation for every map id of the arenas?
  4. the normal rated arena system.... my spell_aura table is empty, but the map and bg status is done by the core...?
  5. Mangos Version: 8087 Custom Patches: none SD2 Version: none Database Name and Version : udb 0.11.5 updated How it SHOULD work: entering the arena, you should get casted spell 32727 How it DOES work: i don't have the buff. i really can't stand why, the code is right but if i don't do a .cast 32727 inside the arena i won't get the buff. using 32728 instead i got the buff, but i won't have other auras like invisibility. it's seem to be only mine problem...?
  6. ignoring the 275 aura's stalth form don't work, i tryed many times, probably there is a further check... btw this patch work well, you have only the "animation" of stealth moves but walk speed is normal.
  7. something like target->GetTypeId() == TYPEID_PLAYER enum TypeID { TYPEID_OBJECT = 0, TYPEID_ITEM = 1, TYPEID_CONTAINER = 2, TYPEID_UNIT = 3, TYPEID_PLAYER = 4, TYPEID_GAMEOBJECT = 5, TYPEID_DYNAMICOBJECT = 6, TYPEID_CORPSE = 7 }; there are many others, just search
  8. for shadowdance i tried this on aura 275: // only check at first call, Stealth auras are already removed at second call // for now, ignore triggered spells if( strict && !m_IsTriggeredSpell) { bool checkForm = true; // Ignore form req aura Unit::AuraList const& ignore = m_caster->GetAurasByType(SPELL_AURA_MOD_IGNORE_SHAPESHIFT); for(Unit::AuraList::const_iterator i = ignore.begin(); i != ignore.end(); ++i) { if (!(*i)->isAffectedOnSpell(m_spellInfo)) continue; checkForm = false; + if(m_caster->HasAura(51713)){ + checkForm = false; + } break; } if (checkForm) { // Cannot be used in this stance/form SpellCastResult shapeError = GetErrorAtShapeshiftedCast(m_spellInfo, m_caster->m_form); if(shapeError != SPELL_CAST_OK) return shapeError; if ((m_spellInfo->Attributes & SPELL_ATTR_ONLY_STEALTHED) && !(m_caster->HasStealthAura())){ return SPELL_FAILED_ONLY_STEALTHED; } } } in this way, if the rogue has the aura active when i try to cast something out stealth, i have check form==fasle so it shouldn't check if i have stealth, but i still can't cast anything, don't work. it's very strange because i can't find another return SPELL_FAILED_ONLY_STEALTHED; in the core, so i'm quite stuck. Probably client side check?
  9. after cloning mangos, go on github on the commit that you want to make head (for exemple http://github.com/mangos/mangos/commit/199d42621e884505c0a3c610804ba9584c38e1a0 ) this 199d42621e884505c0a3c610804ba9584c38e1a0 is the "hash code" of that commint, so i simply can git reset --hard 199d42621e884505c0a3c610804ba9584c38e1a0 and all is done.
  10. true, stamina is scaling the rest is the sdandard. i use this http://github.com/bodompelle/mangos/commit/12d05c717cb004581aaa57474e58883ac9524cef (sprry if quite ugly ) to make change the stats (based on level for now). the problem on the cd is that there isn't a cd the spell after casted began gray (and spell not ready yet) with no cd and rest so until you relog or change zone/map (as a .tele somewhere).
  11. any update for this? warrior arms need help ç_ç or any way to improve that hack-fix?
  12. for the pet stats, i wrote this commit that assign some "fake" values depending on the ghoul level, but should be interesting how to make it scale with the onwer stats... http://github.com/bodompelle/mangos/commit/12d05c717cb004581aaa57474e58883ac9524cef
  13. i tested this, the problem is: after a summon, a dismiss or a death pact, the raise dead is still gray after 30 second (the spell don't show a cooldown, it's gray with a "spell don't ready yet" message. don't work if a do .cooldown too. if for exemple i change area or if i enter instance, the spell return normal....
  14. nice, can you explain me a thing: DoneTotalMod *= ((*i)->GetModifier()->m_amount+100.0f) / 100.0f; what this should do...? and as suggestion, you could for exemple + switch(spellProto->SpellFamilyName) + { + case SPELLFAMILY_MAGE: + { you can just change it to +if(spellProto->SpellFamilyName==SPELLFAMILY_MAGE) +{ so you don't have the problem of default case let me know what you think
  15. i don't think so, if is the weapon enchanted with should proc by disarmed nice patch gonna test it thanks .
  16. are you sure? someone can confirm this?
  17. in conclusion... if the decimal value of the flag is for exemple 8967, and the hex value is 2307, the correct form is SpellFamilyFlags & 0x2307 ?
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