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Shadowhack

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Posts posted by Shadowhack

  1. maybe something like this for deathbringer's will:

    diff --git a/src/game/UnitAuraProcHandler.cpp b/src/game/UnitAuraProcHandler.cpp
    index 965d264..62b0010 100644
    --- a/src/game/UnitAuraProcHandler.cpp
    +++ b/src/game/UnitAuraProcHandler.cpp
    @@ -953,6 +953,59 @@ SpellAuraProcResult Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura
                    case 63320:
                        triggered_spell_id = 63321;
                        break;
    +                // Item - Deathbringer's Will
    +                case 71519:
    +                case 71562:
    +                {
    +                    static uint32 const normal_spells[MAX_CLASSES*3] =
    +                    {
    +                        0, 0, 0,                // (unused)
    +                        71491, 71484, 71492,    // Warrior
    +                        71491, 71484, 71492,    // Paladin
    +                        71485, 71491, 71486,    // Hunter
    +                        71485, 71486, 71492,    // Rogue
    +                        71492, 71492, 71492,    // Priest
    +                        71491, 71484, 71492,    // Death Knight
    +                        71485, 71486, 71492,    // Shaman
    +                        71492, 71492, 71492,    // Mage
    +                        71492, 71492, 71492,    // Warlock
    +                        0, 0, 0,                // (unused)
    +                        71485, 71484, 71492     // Druid
    +                    };
    +                    static uint32 const heroic_spells[MAX_CLASSES*3] =
    +                    {
    +                        0, 0, 0,                // (unused)
    +                        71559, 71561, 71560,    // Warrior
    +                        71559, 71561, 71560,    // Paladin
    +                        71556, 71559, 71558,    // Hunter
    +                        71556, 71558, 71560,    // Rogue
    +                        71560, 71560, 71560,    // Priest
    +                        71559, 71561, 71560,    // Death Knight
    +                        71556, 71558, 71560,    // Shaman
    +                        71560, 71560, 71560,    // Mage
    +                        71560, 71560, 71560,    // Warlock
    +                        0, 0, 0,                // (unused)
    +                        71556, 71561, 71560     // Druid
    +                    };
    +
    +                    if (cooldown && GetTypeId() == TYPEID_PLAYER && static_cast<Player*>(this)->HasSpellCooldown(dummySpell->Id))
    +                        return SPELL_AURA_PROC_FAILED;
    +
    +                    uint32 const *proc_spells = NULL;
    +                    switch (dummySpell->Id)
    +                    {
    +                        case 71519: proc_spells = normal_spells; break;
    +                        case 71562: proc_spells = heroic_spells; break;
    +                        default: return SPELL_AURA_PROC_FAILED;
    +                    }
    +
    +                    CastSpell(this, proc_spells[getClass()*3 + urand(0,2)], true, castItem, triggeredByAura);
    +
    +                    if (cooldown && GetTypeId() == TYPEID_PLAYER)
    +                        static_cast<Player*>(this)->AddSpellCooldown(dummySpell->Id, 0, time(NULL) + cooldown);
    +
    +                    return SPELL_AURA_PROC_OK;
    +                }
                    // Item - Shadowmourne Legendary
                    case 71903:
                    {
    

    this works but there appears to be no internal CD happening, once it procs its on CD for 105 seconds.

  2. still get

    10>..\\..\\src\\game\\Player.cpp(19265) : error C2248: 'ByteBuffer::append' : cannot access private member declared in class 'ByteBuffer'

    10> d:\\source\\mangos\\src\\shared\\ByteBuffer.h(498) : see declaration of 'ByteBuffer::append'

    10> d:\\source\\mangos\\src\\shared\\ByteBuffer.h(55) : see declaration of 'ByteBuffer'

    12>LINK : fatal error LNK1181: cannot open input file '.\\game__win32_release\\game.lib'

    ========== Rebuild All: 11 succeeded, 2 failed, 0 skipped ==========

    as of 9625.

  3. tried that and got

    ========== Rebuild All: 10 succeeded, 3 failed, 0 skipped ==========

    Errors are

    13>LINK : fatal error LNK1181: cannot open input file 'mangosd.lib'

    12>LINK : fatal error LNK1181: cannot open input file '.\\game__win32_release\\game.lib'

    10>..\\..\\src\\game\\Player.cpp(19265) : error C2248: 'ByteBuffer::append' : cannot access private member declared in class 'ByteBuffer'

    10> d:\\source\\mangos\\src\\shared\\ByteBuffer.h(498) : see declaration of 'ByteBuffer::append'

    10> d:\\source\\mangos\\src\\shared\\ByteBuffer.h(55) : see declaration of 'ByteBuffer'

  4. i dont see any table named itemset_extra maybie he told you this for an another emu....

    maybe you should read the whole thing. "would req core support & implement new table in db like table itemset_extra (itemset, refitemID, set_piece)"

  5. Ok so I was reading something yesterday that was addressing how heroic flag on items hides gems and enchants and how tiers 7-10 don't have an itemset list like tiers 1-6 and how there is DB Errors about items not in the DB which are non existing items.

    Someone say that they may be apart of the new system blizzard made when reading dbcs, and that they may be dummy items but in order to get the stuff to work correctly the core its self needs to be updated or a patch developed.

    now when talking to the head developer of PSDB he told me this.

    yes it was already reported a while ago that is "dummy" items , in fact reference item id pieces of set must point to in case multiple set share same itemset.dbc id (class set/race set/H_N mode set) - would req core support & implement new table in db like table itemset_extra (itemset, refitemID, set_piece) - would rend something like this

    delete from itemset_extra where itemset = xxx;

    insert into itemset_extra (itemset, refitemlID, set_piece) values

    (xxx, #refitemID1, #set1_piece1),

    (xxx, #refitemID2, #set1_piece2),

    (xxx, #refitemID3, #set1_piece3),

    (xxx, #refitemID4, #set1_piece4),

    (xxx, #refitemID1, #set2_piece1),

    (xxx, #refitemID2, #set2_piece1),

    (xxx, #refitemID3, #set2_piece1),

    (xxx, #refitemID4, #set2_piece1),

    (xxx, #refitemID1, #set3_piece1),

    (xxx, #refitemID2, #set3_piece1),

    (xxx, #refitemID3, #set3_piece1),

    (xxx, #refitemID4, #set3_piece1),

    etc...

    Till then that's also why dberror.log spammed with wrong report of missing item from dbc when a player load pieces this sets (from inventory or vendor lists)

    So we are still waiting on core. This is only one thing we need them to straighten out. You notice the npc with waypoints yet? When in view, they just walk off in any direction until waittime is up...

  6. someone can renew patch?

    patching file src/game/Player.cpp

    Hunk #1 succeeded at 19104 (offset 666 lines).

    patching file src/game/Spell.cpp

    Hunk #1 succeeded at 3076 (offset 100 lines).

    Hunk #2 succeeded at 3993 (offset 94 lines).

    Hunk #3 succeeded at 4054 (offset 94 lines).

    Hunk #4 succeeded at 4100 (offset 94 lines).

    Hunk #5 succeeded at 4543 (offset 206 lines).

    patching file src/game/SpellAuraDefines.h

    patching file src/game/SpellAuras.cpp

    Hunk #1 FAILED at 312.

    Hunk #2 succeeded at 8179 (offset 735 lines).

    1 out of 2 hunks FAILED -- saving rejects to file src/game/SpellAuras.cpp.rej

    patching file src/game/SpellAuras.h

    Hunk #1 succeeded at 218 with fuzz 1 (offset 6 lines).

    patching file src/game/Unit.cpp

    Hunk #1 succeeded at 8995 (offset 531 lines).

    Hunk #2 succeeded at 9298 (offset 523 lines).

    Hunk #3 succeeded at 11261 (offset 618 lines).

    Hunk #4 succeeded at 12295 (offset 630 lines).

    Hunk #5 succeeded at 13289 (offset 686 lines).

    Hunk #6 succeeded at 13673 with fuzz 2 (offset 752 lines).

    patching file src/game/Unit.h

    Hunk #1 succeeded at 1338 (offset 211 lines).

    patch unexpectedly ends in middle of line

    Hunk #2 succeeded at 1850 with fuzz 2 (offset 247 lines).

    error while patch

    getting same problems, wish to see an update soon.

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