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15-09-10, 04:16 PM #121
Register to remove this adMangos 10447 - 10489
Code:Certain compilers refuse to erase const_iterator... Use base run speed * 2 as fall speed. It equal to base flight speed and not dependent from real creature speed as expected. Typos in enum names and comments Also typos find by darkstalker and Neo2003 Skip wrong guid movement packets. Also fix src/game/SharedDefines.h line ends corrupted in prev. commit. :/ Replace ASSERT by MANGOS_ASSERT Typo in World field. Fix disease consume part of 49020 and ranks Fix 54821 proc Add missing break, thanks to nos4r2zod Implement 60764 Fix proc of 51692 and ranks Changes to corpse decay/respawn times for creatures *CORPSE_DECAY values adjusted (Rare/RareElite values are guessed) with more proper. *RATE_CORPSE_DECAY_LOOTED is now 0.0 as default and a modifier of the creatures spawntimesecs are used for corpse decay. Respawn time for creature is now set at death (result: database spawntimesecs are in most cases the time it takes from kill to respawn) Overall, this will affect four things: * corpse will stay visible longer before looted * corpse will stay visible longer after looted, when creature has long respawn time * creature without loot will "skip" the default decay times and then fix a "should respawn almost instant" -problem * creature with loot and very short respawn time may respawn instantly after looted Restore update area aura values at caster/around targets. For example, at related improvement talent learn by caster. It has been disabled in aura holder code changes. Fixed unexpected area aura stacking from same caster at spellmods reapply. In fact it general problem possible with area auras if it re-casted non-standard way from code. But known only test case for mangos-0.12 branch. Thanks to ciphercom for reportand original research of problem source. Fix error message in extractor tool Implement spell 6495 Also implement proper work CMSG_FAR_SIGHT. This packet control switch view point from far sight object to caster and back wihtout modify far sight object seelction. Clean up the .gitignore files. * Move the settings for VS and CMake files to /.gitignore * Drop now unused .gitignore files Revert a part of [10463] and move them back to the .gitignore file in the sub-directory Implement SPELL_EFFECT_REDIRECT_THREAT Note: all spells with effect expect additional code for redirection reset. Until code adding redirection work longer that expected. Patch partly rewrited with move new data into HostileRefManager and added redirection to threatAssist. Also bug fixed with redirection threat to unit not in hostile list yet. Proper reset threat rediraction for existed spells. In 3.5.5a this is: 34477, 57934, 59665 and triggered spells. Implement proper triggering for spell 34477, 57934 Also fixed charges amount (1) for main spell auras. Typos in comments in recent patches. Rename some opcode handler to better follow used naming style Fixed totem owner faction/level set for creature onwer case. When totem created creature owner alos not in world yet. Drop vmap_debugger. After new vmaps version it not work and useless. Implement SPELL_AURA_MOD_PET_AOE_DAMAGE_AVOIDANCE (310) Original patch provided by rsa Fix structure SMSG_SPELLHEALLOG for 3.5.5 This also fix proper show critical heals Cleanup vmap_assembler * Drop dead code * Use std::string instead of char* * Use std::cout instead of printf() Implement SPELL_AURA_HEAL_ABSORB (301) Used for example in spells 66237 and 70659. Also rename CalculateAbsorbAndResist -> CalculateDamageAbsorbAndResist Fix 31228 and ranks Fixed heal amount for some cases heal absorb Implement item 49623 visual effects. Original patch provided by Darkruler. Implement heak absorb for periodic heal Also fix SMSG_PERIODICAURALOG for periodic heal for 3.5.5 Fix a bug causing creature dynamic flags to be removed at normal loot preparation. In addition add use of UNIT_DYNFLAG_TAPPED_BY_PLAYER Added check to see if creature is tapped for isAllowedToLoot() Use prefix m_ for member variable in motionMaster Some additional code style cleanup. Add basic function MoveWaypoint() to manually start creature waypoint path Finally add README to vmap_assembler Use for auraholde/aura GetStackAmount uint32 result. uint32 result used in most expressions for stack calculation/compare Alos uint8implicitly casted to int by C++ in expressions that generate unexpected signed/unsigned warnings in comparisons (uint8 +1) > uint32 and similar. Check school mask for SPELL_AURA_MOD_AOE_DAMAGE_AVOIDANCE * Some spells expect this. * Check SPELL_AURA_MOD_PET_AOE_DAMAGE_AVOIDANCE just for similarity, currently no spels with aura 310 with special school masks. Use casterGUID check for delaying holder since possible stacking same spell from different casters Implement SCRIPT_COMMAND_MOVEMENT(20) to start/change movement datalong can be 0:idle, 2:random, 3:waypoint. In case 3, creature must have a existing creature_movement_template. Command start movement for source of script. If source is not creature but target is, it will apply to target. Optionally creature entry can be defined (datalong2) and start movement for this if found nearby (search radius defined in datalong3). Fix checking text id's for creature_movement_template Correct some typos in comments for SCRIPT_COMMAND*
Code:+ all fixes from forum + fix spawn + quest scripts + mob's gossip menus + new templates from WDB + update table "*_template" by WDB + data from sniffs (templates, spawn) + processed 130 caches (3.3.5a) + all fixes from forum + fix spawn + quest scripts + mob's gossip menus + new templates from WDB + update table "*_template" by WDB + data from sniffs (templates, spawn) + The Ruby Sanctum: fix of physical damage from parses + Event: "Zalazane's Fall" - sniffs (require support script) + Event: "Operation: Gnomeregan" - sniffs (require support script) + processed 168 caches (3.3.5a)
› See More: Mangos + YTDB + Scriptdev2 + Changelog[http://mmopro.net/forums/f155/mangos-ytdb-scriptdev2-changelog-2232] Mangos + YTDB + Scriptdev2 + Changelog
[http://mmopro.net/forums/f155/%5Barchive%5D-mangos-ytdb-scriptdev2-changelog-4337][Archive] Mangos + YTDB + Scriptdev2 + Changelog
Also you can find my releases on my forum
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15-09-10, 05:38 PM #122
Thanks for the update, been a while since the last Keep going!
No touching please.
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18-09-10, 04:24 PM #123
Mangos 10490 - 10502
Code:Arena ratings chnages is signed, fix debug string accordingly. Search player in player list in update fields data prepare is bad idea. Fixed crash in debug output for some data. It well known at account data loading if character/account have in account data string look like pritf format string (with %s for example) Implement EVENT_T_TARGET_MISSING_BUFF Really allow proccesing buff events in EventAI. Clarify not working state for target buf events in EventAI Unclear how provide target for event... Re-work struct ScriptInfo and use union for data fields. Enumerate SCRIPT_COMMAND_* and move it away from world.h Add a crude documentation of script command processing It is mostly copied from source files and should be subject for further improvement. Arrange case SCRIPT_COMMAND_* so that they come in correct order. Fixed typo at copy-paste in ArenaTeam::BroadcastEvent Extend SCRIPT_COMMAND_TALK to support random selected text In addition to adding fields for text id storage (in total 4 text id's), also added a comments field for developers notes in scripts (it may help those being old of age to remember what goes on in a script). Correct wrong character in mangos.sql Correct comment for ACTION_T_FORCE_DESPAWN, action do have param
[http://mmopro.net/forums/f155/mangos-ytdb-scriptdev2-changelog-2232] Mangos + YTDB + Scriptdev2 + Changelog
[http://mmopro.net/forums/f155/%5Barchive%5D-mangos-ytdb-scriptdev2-changelog-4337][Archive] Mangos + YTDB + Scriptdev2 + Changelog
Also you can find my releases on my forum
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21-09-10, 04:26 PM #124
Mangos 10503 - 10512
Code:Move `*_respawn` tables to `characters` DB. This allow have in `mangos` DB only world static state data. Prevent damage player in sanctuary by pet or other controlled unit. Remove unused stuff Implement 5 new SCRIPT_COMMAND_* All commands can only have creature as the affected by command *_SET_ACTIVEOBJECT - switch activeObject state on/off *_SET_FACTION - changes faction *_MORPH_TO_ENTRY_OR_MODEL - changes model to model from creature_template entry or model id explicit *_MOUNT_TO_ENTRY_OR_MODEL - mounts on model from creature_template entry or model id explicit *_SET_RUN - switch walkmode on/off Extend SCRIPT_COMMAND_TALK with option to set language for text Arrange case SCRIPT_COMMAND_ in correct order, also in ObjectMgr Some additional code style corrections. Fix some "foo initialized after bar" gcc warnings and remove some unused variables. Reimplement aura stack checking EventAI events. * In consistent with other EVENT_T_TARGET_* apply event to current combat target. Fixed SPELL_AURA_MOD_COMBAT_RESULT_CHANCE dodge chance apply to auto-attacks result. Fixed cast item remove at trade enchanting in some cases Also nit allow item use spels casts if item in trade.
Added
Buildings 3.3.5
Maps 3.3.5
DBC 3.3.5[http://mmopro.net/forums/f155/mangos-ytdb-scriptdev2-changelog-2232] Mangos + YTDB + Scriptdev2 + Changelog
[http://mmopro.net/forums/f155/%5Barchive%5D-mangos-ytdb-scriptdev2-changelog-4337][Archive] Mangos + YTDB + Scriptdev2 + Changelog
Also you can find my releases on my forum
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21-09-10, 06:20 PM #125
I want to apologize I can not write English correctly.
I mean I hope you understand.
When you update problem before coming to boss Ins (example: Ins Raxx) when the hidden cluster are close to them.
Please help Me ...!Last edited by GGAMERR; 21-09-10 at 06:23 PM.
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22-09-10, 04:10 AM #126
That's is a scriptdev or ytdb problem. But i don't know where is Cluster close to, to give you a correct information.
[http://mmopro.net/forums/f155/mangos-ytdb-scriptdev2-changelog-2232] Mangos + YTDB + Scriptdev2 + Changelog
[http://mmopro.net/forums/f155/%5Barchive%5D-mangos-ytdb-scriptdev2-changelog-4337][Archive] Mangos + YTDB + Scriptdev2 + Changelog
Also you can find my releases on my forum
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22-09-10, 03:35 PM #127
Mr.DjAligator you have a question ...
You better mangos or trinitycore?
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23-09-10, 02:56 AM #128
I didn't use trinity so i don't know how it is but i think mangos is better.
[http://mmopro.net/forums/f155/mangos-ytdb-scriptdev2-changelog-2232] Mangos + YTDB + Scriptdev2 + Changelog
[http://mmopro.net/forums/f155/%5Barchive%5D-mangos-ytdb-scriptdev2-changelog-4337][Archive] Mangos + YTDB + Scriptdev2 + Changelog
Also you can find my releases on my forum
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23-09-10, 06:20 AM #129
I tried using the mangos, but I was always a lot of bugs, or maybe I just did SQLFile ancestry, but always right and order of commands I use the forum. Amber even close I still use it in Boss·hay saw a lot of bugs.
You bug closed without explanation or proper to complete the server has a mango?
I have an Iranian (but not terrorists) and the English have a problem I'm typing.I hope you understand my order.
(Again thank you)Last edited by GGAMERR; 23-09-10 at 06:32 AM.
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23-09-10, 09:12 AM #130
Register to remove this adI quit having server because i can't host them 24/7 so i don't know a lot about mangos bugs. It also depends on scriptdev for npcs spells and on ytdb for quests npc items and so on it could also be the problem and from them not all from mangos.
[http://mmopro.net/forums/f155/mangos-ytdb-scriptdev2-changelog-2232] Mangos + YTDB + Scriptdev2 + Changelog
[http://mmopro.net/forums/f155/%5Barchive%5D-mangos-ytdb-scriptdev2-changelog-4337][Archive] Mangos + YTDB + Scriptdev2 + Changelog
Also you can find my releases on my forum