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rulebreaker

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Everything posted by rulebreaker

  1. Legality will be defined by the country of your residence, as for the Mangos team supporting this method, they most likely will not as its not related to the core coding of Mangos.
  2. 3.3.0 added the Arena points to the end of BG's only if it is the daily BG from the battlemaster Link for ref: http://www.wowwiki.com/Patch_3.3.0 Battlegrounds * Battleground Experience: Battleground experience gained is now based on the level of the player gaining experience, rather than the highest possible player level in that Battleground. * All level 71-80 Battleground daily quests will now award 25 Arena points in addition to their current rewards.
  3. Yeah but whose fault is that? my belief its the guys who control the mangos repo. There are a few vehicle patches out there that work fine but are not coded to mangos spec, yet this project is so picky for perfection it wont entertain these patches for integration. When your dealing with hundreds of programmers working for free, the turn around time is going to be very slow, so i say compromise and vote on the patches that get the job done with minimal breakage. Its not like we are a multinational corporation selling a retail piece of software, its ok for things not to be perfect. Hell I'm the Director of Network Ops "With a C, C++ and C# background" for a Pharmaceutical company in the US that builds software for other Pharmaceutical companies and our code is so sloppy its laughable but it sells and the client does not care, its gets the job done. Just my thought, It is not my intent to offend.
  4. Not impressed, was watching my wife play her new worgen. I just cannot make myself spend a dime more on retail, I'm far too spoiled in my old age, i have no desire to work for gear and gold anymore and too cheap to spend real money on gold sellers and gear sellers. Wow is dead to me, at least console gaming is still entertaining
  5. On mine a clean no patches 10727 version you appear back on the flight path and get off at the next point. Are you experiencing another type of behavior?
  6. I have to say this is a great idea are you customizing a particular Database for this?
  7. In the config file there is the following # Death.SicknessLevel # Starting Character start gain sickness at spirit resurrection (1 min) # Default: 11 # -10 - character will have full time (10min) sickness at 1 level # maxplayerlevel+1 - character will not have sickness at any level So just change it from there
  8. From Spelleffects.cpp // Seal of Light proc if (m_spellInfo->Id == 20167) { float ap = caster->GetTotalAttackPowerValue(BASE_ATTACK); int32 holy = caster->SpellBaseHealingBonusDone(GetSpellSchoolMask(m_spellInfo)); if (holy < 0) holy = 0; addhealth += int32(ap * 0.15) + int32(holy * 15 / 100); Looks normal to me from http://www.wowwiki.com/Seal_of_Light Fills the Paladin with divine light for 30 min, giving each melee attack a chance to heal the Paladin for (0.15*AP+0.15*SP). Only one Seal can be active on the Paladin at any one time. You can manually adjust it to fit your needs and recompile
  9. I think this quote will clear up some confusion on 4.X Now this was posted on a different site, which I wont name because honestly I'm not sure if its against the rules of this forum or not, but I'm sure most of you know who wrote it and where it was posted originally: Now is this truthful in any way shape or form, to tell you the truth I honestly don't care if it is or is not, its only an example that there are many factors that will slow down the development of 4.X support.
  10. I'm sorry but I have no faith in them creating something new from scratch that will have the impact of their Bread and Butter titles.
  11. I would be very interested in this, even if the bots just melee and dont cast anything.
  12. I can also confirm, but disagree that all instances are very easy
  13. I nearly choked on my morning coffee when I read that, thanks for the chuckle
  14. 9260 is a 3.3.0 build and it works fine, do you use any patches like, AHbot, anticheat, dual spec, vehicles.. if so get rid of them and build a clean core.
  15. Your changes work on 9131 and 9260 That's the 2 builds I run, they compiled fine with your changes and I get exp from 100-255 I did adjust my xp rates to 500 to speed up testing, but the XP bar doesn't move one bit.
  16. Funny I dont notice this on 9131 main and my 9260 test core. I'm running Mysql Enterprise 5.1 Advance on a dell power edge 2850 - dual xeons 3.0ghz, 16gb ram, 1.2tb in a raid 5 array, dual GB Nic cards., Win2k3 R2 Enterprise.
  17. You cant be serious? When you compile mangos it makes a folder called BIN in the root of your mangos directory, copy the files from there into the directory you run your server from NOTE ONLY AN EXAMPLE: C:\\Dev\\Mangos\\Bin\\ to Z:\\Mangos My God has no one on this forum even taken a basic computer programming course once in their lifetime
  18. There's your problem the door to KT's room should not open until Sapps death, check your scriptdev2 code instance_naxxramas.cpp because on my server the door wont open until Sapp is killed, preventing this type of exploit
  19. That sucks he removed the post, maybe Vlad can do a restore so we can get the code back
  20. Its not hard even if your braindead Just do a git pull git://github.com/yad/easy-mangos.git flyingmounts If you get merge errors during the pull, just manually clean them up
  21. Im running 3.2.2a build 9131 is still 3.2.2a and no matter what I try I get "fatal: patch with only garbage at line 5" So its not an issue with version type diff --git a/src/game/Group.cpp b/src/game/Group.cpp index 484e5fd..b1ecfdc 100644 --- a/src/game/Group.cpp +++ b/src/game/Group.cpp@@ -322,10 +322,20 @@ bool Group::AddMember(const uint64 &guid, const char* name) { player->SetRaidDifficulty(GetRaidDifficulty()); player->SendRaidDifficulty(true); } } + // Group Interfactions interactions (test) + if(sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP)) + { + Group *group = player->GetGroup(); + if(Player *leader = sObjectMgr.GetPlayer(group->GetLeaderGUID())) + { + player->setFactionForRace(leader->getRace()); + sLog.outDebug( "WORLD: Group Interfaction Interactions - Faction changed (AddMember)" ); + } + } } player->SetGroupUpdateFlag(GROUP_UPDATE_FULL); UpdatePlayerOutOfRange(player); // quest related GO state dependent from raid membership @@ -422,10 +432,16 @@ void Group::Disband(bool hideDestroy) //we can remove player who is in battleground from his original group if( player->GetOriginalGroup() == this ) player->SetOriginalGroup(NULL); else player->SetGroup(NULL); + // Restore original faction if needed + if(sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP)) + { + player->setFactionForRace(player->getRace()); + sLog.outDebug( "WORLD: Group Interfaction Interactions - Restore original faction (Disband)" ); + } } // quest related GO state dependent from raid membership if(isRaidGroup()) player->UpdateForQuestWorldObjects(); @@ -449,11 +465,16 @@ void Group::Disband(bool hideDestroy) { data.Initialize(SMSG_GROUP_LIST, 24); data << uint64(0) << uint64(0) << uint64(0); player->GetSession()->SendPacket(&data); } - + // Restore original faction if needed + if(sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP)) + { + player->setFactionForRace(player->getRace()); + sLog.outDebug( "WORLD: Group Interfaction Interactions - Restore original faction (RemoveMember)" ); + } _homebindIfInstance(player); } RollId.clear(); m_memberSlots.clear(); As you can see all line 5 contains is {
  22. Hmm never seen this before: NOTE I always do a --check before applying patches,if it fails the check more likely than not it will always fail or cause compile problems $ git apply --check group-trade.patch fatal: patch with only garbage at line 5
  23. You can auto complete any quest in the game by changing a flag in your DB, check with the people who you got your DB from there sure to have a wiki or tutorial for it
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