pelle
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Posts posted by pelle
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And why so offensive? Just take a cup of coffee or something before you post.
i dind't want to bo offensive, sorry.
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i don't recommend you to add "preparation" to spell_area table, because you need it to be removed when battle starts.
Therefore it is hardcoded to core and if you want to change it, you have to look to the battleground class.
the code in the core don't work and i don't know why!
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Apoc patch work, stop dumb-posting
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i can confirm, thanks apoc!
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ok thanks, so i have to insert there the id of the arena preparation for every map id of the arenas?
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the normal rated arena system....
my spell_aura table is empty, but the map and bg status is done by the core...?
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any news for this?
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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...?
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Spell have aura SPELL_AURA_MOD_IGNORE_SHAPESHIFT that provide removing form req. for spells.
So setting form is cliary horriable hack. But set UNIT_STAND_FLAGS_CREE maybe ok.
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.
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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
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The stance part of Warbringer could be handled by aura 275 which is also used by shadow dance (ignore stealth state, which seems to be a form like warrior stances)
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?
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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.
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Check CD in DB, probably there are some mistakes(5 min instead of 3?). My server is currently compiling(what-a-nice Gentoo ), it will take too long if I would check it.
Ghoul's stamina is scaling with owner's stamina, but i'm not sure is it correct because ghoul w/o Master of Ghouls has more hp than ghoul with talent. Please also check int and spirit. Armor is scaling as I remember.
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).
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That's what Lightguard did. The skills are grayed out and disabled on the client side. You can't even begin to cast them unless the client knows that Juggernaut/Warbringer's auras are in effect.
Edit: See this hack-fix to see what I mean ->Hack<- (not thoroughly tested).
No, you don't really need to assign Juggernaut and Warbringer different slots since you can't learn them both at the same time, but I did so for testing purposes.
Also, _RemoveAura needs to be edited so that auras above MAX_AURAS can be removed. This is only assuming that Warbringer/Juggernaut have special aura slots. If not, ignore this.
any update for this? warrior arms need help ç_ç or any way to improve that hack-fix?
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what are the changes for master?
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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
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try it in pvp, you just do miss
tried a .maxskill?
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http://github.com/guillaumederval/mangos_diff/blob/a46e7efad81e74cdb600517a3dfd92b15bfb9a93/mangos/patch_divers.diff
PROPABLY need update to current MaNGOS rev.(code is OK, but may be some lines down or up)
Found on github, including Death Pact.
In my opinion cooldown on Raise Dead in DB is invaild.
Stats for ghoul are missing, 22 str on any level, but ghoul's stamina scales with gear.
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....
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i just test it....
the enchants can be activated now in cat form, didn't try in bear form because this patch have a bug somewhere, in pvp you just miss when you attack, with all your offensive habilitys, melee or spell doesn't matter ...
obs: in pve againts mobs and npc works fine
can confirm....
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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
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Somebody knows whether those enchants should proc when you are disarmed?
i don't think so, if is the weapon enchanted with should proc by disarmed
nice patch gonna test it thanks .
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i test it, but dont work, nothing happend
are you sure? someone can confirm this?
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UI64LIT is a simple macro for handling 64 bit values.
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 ?
[Fix][8477] regenerate power
in ... acceptedOld
Posted
yes, very thanks, really great work