Page 4 of 11 FirstFirst 12345678 ... LastLast
Results 46 to 60 of 160
http://idgs.in/299687
  1. #46
    F1shF4c3's Avatar
    Join Date
    Mar 2007
    Location
    Surabaya
    Posts
    519
    Points
    632.50
    Thanks: 82 / 59 / 31

    Default

    Quote Originally Posted by sunlounger View Post
    Today (15-07-2010)

    - Fix Spell Reflection(again)
    - Earthen Power
    applied to server ?

    Betrayer ... !!! In Truth, it was I who was Betrayed ...!!!

  2. Hot Ad
  3. #47
    kopisusu's Avatar
    Join Date
    Oct 2006
    Location
    Belgrade
    Posts
    1,072
    Points
    792.13
    Thanks: 94 / 2,082 / 337

    Default

    Sedikit keterangan kami , bahwa tidak semua bug fixing ini bisa dimasukan mentah2 ke dalam server karena itu harus di tes dan diuji dulu takut nya nanti membuat DC server. Harap Maklum kalau tidak semua diambil mentah2.
    "This is preposterous! Am I to assault the undead with nothing but sticks and harsh language?" Kael'thas

    FlameBringer (H)
    FlameChaser (A)

  4. #48
    aimofdrama's Avatar
    Join Date
    Jan 2008
    Location
    Bandung
    Posts
    2,043
    Points
    2,570.19
    Thanks: 65 / 148 / 84

    Default

    Quote Originally Posted by F1shF4c3 View Post
    applied to server ?
    confirmed earthen power..

    mantab !

    ada kehidupan shaman enhancement di pvp

  5. #49
    F1shF4c3's Avatar
    Join Date
    Mar 2007
    Location
    Surabaya
    Posts
    519
    Points
    632.50
    Thanks: 82 / 59 / 31

    Default

    Quote Originally Posted by kopisusu View Post
    Sedikit keterangan kami , bahwa tidak semua bug fixing ini bisa dimasukan mentah2 ke dalam server karena itu harus di tes dan diuji dulu takut nya nanti membuat DC server. Harap Maklum kalau tidak semua diambil mentah2.
    yup ... saya bisa mengerti. kestabilan server nomor 1.
    cuman sekedar membantu.

    Quote Originally Posted by aimofdrama View Post
    confirmed earthen power..

    mantab !

    ada kehidupan shaman enhancement di pvp
    hmm, let's try nanti malam....

    Betrayer ... !!! In Truth, it was I who was Betrayed ...!!!

  6. #50
    deathmarkx's Avatar
    Join Date
    Aug 2009
    Location
    SB !
    Posts
    106
    Points
    130.80
    Thanks: 2 / 1 / 1

  7. #51
    reinm's Avatar
    Join Date
    Apr 2008
    Location
    Innerside of Dream
    Posts
    1,174
    Points
    216.23
    Thanks: 88 / 233 / 122

    Default

    mo nambahin lagi, mohon bantuannya

    Spectral Chalice


    Raisonneur of Extremely Insane Noble Mastermind

  8. #52
    heaven1st's Avatar
    Join Date
    Aug 2007
    Location
    Bandung
    Posts
    635
    Points
    795.13
    Thanks: 31 / 139 / 54

    Default

    Sory brader-brader.
    Udah sebulan gw mengabaikan ini thread.
    Karena ad urusan yang kudu diselsekan, genting, penting dan mendesak.
    Seperti itulah, sulit untuk dijelaskan.
    Sory buat fix yang belum dimasukin ke page one, gw baru OL lagi ini.
    Mana pas mau OL, pasword ad yang ngubah. Jadi panjang lagi ceritanya.
    Thanks buat yang uda bantu, dan mohon maaf buat yang kesel karena terkesan gw cuma menampilkan manisnya saja di awal2.
    Besok ato lusa gw bakal aktifin lagi ini thread.

    Thanks buat semuanya.
    If mood>0 Then open=notepad+,sqlyog,chrome,dbceditor Else sleep EndIf

  9. #53
    reinm's Avatar
    Join Date
    Apr 2008
    Location
    Innerside of Dream
    Posts
    1,174
    Points
    216.23
    Thanks: 88 / 233 / 122

    Default

    Quote Originally Posted by heaven1st View Post
    Sory brader-brader.
    Udah sebulan gw mengabaikan ini thread.
    Karena ad urusan yang kudu diselsekan, genting, penting dan mendesak.
    Seperti itulah, sulit untuk dijelaskan.
    Sory buat fix yang belum dimasukin ke page one, gw baru OL lagi ini.
    Mana pas mau OL, pasword ad yang ngubah. Jadi panjang lagi ceritanya.
    Thanks buat yang uda bantu, dan mohon maaf buat yang kesel karena terkesan gw cuma menampilkan manisnya saja di awal2.
    Besok ato lusa gw bakal aktifin lagi ini thread.

    Thanks buat semuanya.
    gw ngertiin kok, namanya juga manusia.. pasti suka ada urusan mendadak yang tidak diduga.. keep up the good work brader!


    btw mo nambahin
    Achievement Leeeeeeeeeeeeeroy!
    Code:
    http://code.google.com/p/trinitycore/issues/detail?id=1073
    gak tau itu bener ato apa, boleh dapet dari googling... mohon di-test


    Raisonneur of Extremely Insane Noble Mastermind

  10. #54
    heaven1st's Avatar
    Join Date
    Aug 2007
    Location
    Bandung
    Posts
    635
    Points
    795.13
    Thanks: 31 / 139 / 54

    Default

    Quote Originally Posted by F1shF4c3 View Post
    MAGE : MIRROR IMAGE AI
    Bug Fix : Mirror Will Not Break Crowd Control
    misal yg ditarget mage atau creature/player lain dalam kondisi ter CC(poly/hex/fear dll), maka Mirror akan berhenti
    Problem : NEED to PORTING CODE from MANGOS to TRINITYCORE

    Original TrinityCore Code
    src/scripts/world/npcs_special.cpp
    start at lines 1747
    Code:
    struct TRINITY_DLL_DECL npc_mirror_image : CasterAI
    {
        npc_mirror_image(Creature *c) : CasterAI(c) {}
    
        void InitializeAI()
        {
            CasterAI::InitializeAI();
            Unit * owner = me->GetOwner();
            if (!owner)
                return;
            // Inherit Master's Threat List (not yet implemented)
            owner->CastSpell((Unit*)NULL, 58838, true);
            // here mirror image casts on summoner spell (not present in client dbc) 49866
            // here should be auras (not present in client dbc): 35657, 35658, 35659, 35660 selfcasted by mirror images (stats related?)
            // Clone Me!
            owner->CastSpell(me, 45204, false);
        }
    
        // Do not reload Creature templates on evade mode enter - prevent visual lost
        void EnterEvadeMode()
        {
            if (me->IsInEvadeMode() || !me->isAlive())
                return;
    
            Unit *owner = me->GetCharmerOrOwner();
    
            me->CombatStop(true);
            if (owner && !me->hasUnitState(UNIT_STAT_FOLLOW))
            {
                me->GetMotionMaster()->Clear(false);
                me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, m_creature->GetFollowAngle(), MOTION_SLOT_ACTIVE);
            }
        }
    };
    Sory yang fix ini belum bisa gw masukin ke front ya, soalnya masih masalah importing code, jadi mending nunggu suhu2 di trinity aja de ya.
    Tapi thanks a lot bro.


    Quote Originally Posted by kopisusu View Post
    Sedikit keterangan kami , bahwa tidak semua bug fixing ini bisa dimasukan mentah2 ke dalam server karena itu harus di tes dan diuji dulu takut nya nanti membuat DC server. Harap Maklum kalau tidak semua diambil mentah2.
    Yap bener. Kita di sini cuma ingin membantu kinerja GM yang mungkin berat, itu doang kok. Fix-fix yang ada di sini uda gw test sendiri dengan menggunakan original trinity, and its works. Untuk diuji kembali oleh GM, itu adalah hak penuh GM dan akan lebih baik lagi, siapa tau ada kesalahan. Makasi uda mampir ke thread ini bos.


    Quote Originally Posted by sunlounger View Post
    @fishface , thx atas spellreflect fixnya , tapi emang sudah ada dari dulu dan emang gak benar.

    berhubung saya gak admin , saya masukan fix saya sebagai unofficial fix.

    yesterday 12/07/2010

    Fix :

    Minor Fix Ulduar, and reopened again


    Today 13/07/2010

    Fix :

    Arena Unit Frame
    Gag order
    Spell Reflection
    Vanish(probably)
    Share di sini kalo uda fixed, tapi BTW jangan pake kata fixed lagi de, pake kata "Tested Fix" aja, jadi ga musingin yang baca. Share bro codenya. Thanks.

    Quote Originally Posted by lentho View Post
    kak heaven request mark hunter dong.. knapa ya atack powernya dr jaman tbc gak jalan ? scriptnya emang crash ya ?
    Ya gw juga lagi nyari fix buat ini, tolong sabar aja. Soalnya bukan Retail yang kalian mainin, jadi sangat tidak mungkin untuk bisa se-sesuai aslinya. Diusahain trus kok.

    Quote Originally Posted by sunlounger View Post
    Today (15-07-2010)

    - Fix Spell Reflection(again)
    - Earthen Power
    Dimohon kodenya di share.

    Quote Originally Posted by reinm View Post
    gw ngertiin kok, namanya juga manusia.. pasti suka ada urusan mendadak yang tidak diduga.. keep up the good work brader!


    btw mo nambahin
    Achievement Leeeeeeeeeeeeeroy!
    Code:
    http://code.google.com/p/trinitycore/issues/detail?id=1073
    gak tau itu bener ato apa, boleh dapet dari googling... mohon di-test
    Thanks buat supportna. And BTW gw dari dulu nyari fix ini nih, achievement yang memusingkan. Uda gw spawnin ratusan bocah naga, tetep aja ga dapet achievement ini. Dicoba dulu malem ini de ya. Thanks.
    Last edited by heaven1st; 30-07-10 at 19:09.
    If mood>0 Then open=notepad+,sqlyog,chrome,dbceditor Else sleep EndIf

  11. #55
    --Miakis--'s Avatar
    Join Date
    Jan 2010
    Location
    Seoul , Korea Selatan
    Posts
    2,277
    Points
    1,243.82
    Thanks: 144 / 152 / 126

    Default

    ni tadi nemu..
    Bonus Set 2 T10 Paladin Holly

    Code:
    --- a/src/server/game/Entities/Unit/Unit.cpp
    +++ b/src/server/game/Entities/Unit/Unit.cpp
    -6764,6 +6764,11 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, AuraEffect* trigger
                 }
                 switch (dummySpell->Id)
                 {
    +                // Item - Paladin T10 Holy 2P Bonus
    +                case 70755:
    +                    if(procSpell->Id == 31842)
    +                        triggered_spell_id = 71166;
    +                    break;
                     // Heart of the Crusader
                     case 20335: // rank 1
                         triggered_spell_id = 21183;
    
    DELETE FROM `spell_proc_event` WHERE `entry` IN (70755);
    INSERT INTO `spell_proc_event` VALUES (70755, 0x00, 0x0A, 0x00000000, 0x80000000, 0x00000000, 0x00004000, 0x00010000, 0, 101, 0);
    Death Knight t10 4set Bonus
    Code:
    DELETE FROM `spell_proc_event` WHERE entry = 70652;
    INSERT INTO `spell_proc_event` (`entry`, `SchoolMask`, `SpellFamilyName`, `SpellFamilyMask0`, `SpellFamilyMask1`, `SpellFamilyMask2`, `procFlags`, `procEx`, `ppmRate`, `CustomChance`, `Cooldown`) VALUES(70652, 0x00, 15, 0x00000008, 0, 0, 0x00000400, 0, 0, 0, 0);
    Maap kalo misal na ada yang salah..
    Copas doang hohoho
    Last edited by --Miakis--; 30-07-10 at 20:58.
    CL,Minzy,Dara,***
    to Anyone
    2NE1 Blackjack

  12. #56
    heaven1st's Avatar
    Join Date
    Aug 2007
    Location
    Bandung
    Posts
    635
    Points
    795.13
    Thanks: 31 / 139 / 54

    Default

    Quote Originally Posted by --Miakis-- View Post
    ni tadi nemu..
    Bonus Set 2 T10 Paladin Retri

    Code:
    --- a/src/server/game/Entities/Unit/Unit.cpp
    +++ b/src/server/game/Entities/Unit/Unit.cpp
    -6764,6 +6764,11 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, AuraEffect* trigger
                 }
                 switch (dummySpell->Id)
                 {
    +                // Item - Paladin T10 Holy 2P Bonus
    +                case 70755:
    +                    if(procSpell->Id == 31842)
    +                        triggered_spell_id = 71166;
    +                    break;
                     // Heart of the Crusader
                     case 20335: // rank 1
                         triggered_spell_id = 21183;
    Death Knight t10 4set Bonus
    Code:
    DELETE FROM `spell_proc_event` WHERE entry = 70652;
    INSERT INTO `spell_proc_event` (`entry`, `SchoolMask`, `SpellFamilyName`, `SpellFamilyMask0`, `SpellFamilyMask1`, `SpellFamilyMask2`, `procFlags`, `procEx`, `ppmRate`, `CustomChance`, `Cooldown`) VALUES(70652, 0x00, 15, 0x00000008, 0, 0, 0x00000400, 0, 0, 0, 0);
    Maap kalo misal na ada yang salah..
    Copas doang hohoho
    Ad link nya bro? thanks btw.
    If mood>0 Then open=notepad+,sqlyog,chrome,dbceditor Else sleep EndIf

  13. #57
    --Miakis--'s Avatar
    Join Date
    Jan 2010
    Location
    Seoul , Korea Selatan
    Posts
    2,277
    Points
    1,243.82
    Thanks: 144 / 152 / 126

    Default

    4 set DK Tank >> 4 Set
    2 set Holly Paladin >> http://code.google.com/p/trinitycore...achments%20Com

    btw itu 2 set nya paladin holly.. salah tulis .. hohoho
    CL,Minzy,Dara,***
    to Anyone
    2NE1 Blackjack

  14. #58
    mawanmawan's Avatar
    Join Date
    Nov 2008
    Posts
    511
    Points
    625.90
    Thanks: 26 / 65 / 35

  15. #59
    jonkopinx's Avatar
    Join Date
    Oct 2006
    Posts
    862
    Points
    516.11
    Thanks: 0 / 17 / 7

    Default

    delete please , wrong comment T_T
    nobody remains virgin, cause life fucks us all

  16. #60
    sunlounger's Avatar
    Join Date
    Aug 2009
    Posts
    208
    Points
    303.02
    Thanks: 1 / 557 / 67

    Default

    Sorry , saya jarang2 buka forum kalo mau email aja k abang kopisusu aja , ntar dforward k saya hehe

    FIx buat arena frame

    Code:
     
    battleground.cpp
    		
    426	426		                for (BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
    427	427		                    if (Player *plr = objmgr.GetPlayer(itr->first))
    428	428		                    {
    429	+	                        // BG Status packet
    430	+	                        WorldPacket status;
    431	+	                        BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(m_TypeID, GetArenaType());
    432	+	                        uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
    433	+	                        sBattleGroundMgr.BuildBattleGroundStatusPacket(&status, this, queueSlot, STATUS_IN_PROGRESS, 0, GetStartTime(), GetArenaType());
    434	+	                        plr->GetSession()->SendPacket(&status);
    435	+	
    429	436		                        plr->RemoveAurasDueToSpell(SPELL_ARENA_PREPARATION);
    430	437		                        // remove auras with duration lower than 30s
    431	438		                        Unit::AuraApplicationMap & auraMap = plr->GetAppliedAuras();
    ...			
    1217	1224		    WorldPacket status;
    1218	1225		    BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(m_TypeID, GetArenaType());
    1219	1226		    uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
    1220		-	    sBattleGroundMgr.BuildBattleGroundStatusPacket(&status, this, queueSlot, STATUS_IN_PROGRESS, 0, GetStartTime(), GetArenaType());
    1227	+	    sBattleGroundMgr.BuildBattleGroundStatusPacket(&status, this, queueSlot, STATUS_IN_PROGRESS, 0, GetStartTime(), GetArenaType(), isArena() ? 0 : 1);
    1221	1228		    plr->GetSession()->SendPacket(&status);
    1222	1229		
    1223	1230		    // add arena specific auras
    ...			
    1251	1258		            plr->SetHealth(plr->GetMaxHealth());
    1252	1259		            plr->SetPower(POWER_MANA, plr->GetMaxPower(POWER_MANA));
    1253	1260		        }
    1261	+	
    1262	+	        WorldPacket teammate;
    1263	+	        teammate.Initialize(SMSG_ARENA_OPPONENT_UPDATE, 8);
    1264	+	        teammate << uint64(plr->GetGUID());
    1265	+	        SendPacketToTeam(team, &teammate, plr, false);
    1254	1266		    }
    1255	1267		    else
    1256	1268		    {
    
    
    BattlegroundMgr.cpp
    
    1249	1249		    }
    1250	1250		}
    1251	1251		
    1252		-	void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint8 arenatype)
    1252	+	void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint8 arenatype, uint8 uiframe)
    1253	1253		{
    1254	1254		    // we can be in 2 queues in same time...
    1255	1255		
    ...			
    1292	1292		            *data << uint32(bg->GetMapId());                // map id
    1293	1293		            *data << uint32(Time1);                         // time to bg auto leave, 0 at bg start, 120000 after bg end, milliseconds
    1294	1294		            *data << uint32(Time2);                         // time from bg start, milliseconds
    1295		-	            *data << uint8(/*bg->isArena() ? 0 :*/ 1);      // unk, possibly 0 == preparation phase, 1 == battle
    1295	+	            *data << uint8(uiframe);                    // unk, possibly 0 == preparation phase, 1 == battle
    1296	1296		            break;
    1297	1297		        default:
    1298	1298		            sLog.outError("Unknown BG status!");
    
    
    
    BattlegroundMgr.h
    
    193	193		        void BuildGroupJoinedBattlegroundPacket(WorldPacket *data, BattleGroundTypeId bgTypeId);
    194	194		        void BuildUpdateWorldStatePacket(WorldPacket *data, uint32 field, uint32 value);
    195	195		        void BuildPvpLogDataPacket(WorldPacket *data, BattleGround *bg);
    196		-	        void BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint8 arenatype);
    196	+	        void BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint8 arenatype, uint8 uiframe = 1);
    197	197		        void BuildPlaySoundPacket(WorldPacket *data, uint32 soundid);
    198	198		        void SendAreaSpiritHealerQueryOpcode(Player *pl, BattleGround *bg, const uint64& guid);
    
    
    Player.cpp
    
    20223	20223		                if (!detect || !m_mover->canDetectStealthOf(u, GetDistance(u)))
    20224	20224		                    return false;
    20225	20225		    }
    20226	+	
    20227	+	    if (GetTypeId() == TYPEID_PLAYER && u->GetTypeId() == TYPEID_PLAYER)
    20228	+	        if (HasAura(32727) || u->HasAura(32727))
    20229	+	            if ((HasAura(32724) || HasAura(35774)) && (u->HasAura(32724) || u->HasAura(35774)))
    20230	+	                return true;
    20231	+	            else if ((HasAura(32725) || HasAura(35775)) && (u->HasAura(32725) || u->HasAura(35775)))
    20232	+	                return true;
    20233	+	            else
    20234	+	                return false;
    20226	20235		
    20227	20236		    // If use this server will be too laggy
    20228	20237		    // Now check is target visible with LoS


    ni fix buat vanish the evading part

    Code:
    Spell.cpp
    
    coba cari d part ini
    
    // reset damage to 0 if target has Invisibility and isn't visible for caster
                // I do not think this is a correct way to fix it. Sanctuary effect should make all delayed spells invalid
                // for delayed spells ignore not visible explicit target
                if (m_spellInfo->speed > 0.0f && unit == m_targets.getUnitTarget()
                    && (unit->m_invisibilityMask || m_caster->m_invisibilityMask)
                    && !m_caster->canSeeOrDetect(unit, true))
    
    
    ganti jadi 
    
    // reset damage to 0 if target has Invisibility and isn't visible for caster
                // I do not think this is a correct way to fix it. Sanctuary effect should make all delayed spells invalid
                // for delayed spells ignore not visible explicit target
                if (m_spellInfo->speed > 0.0f && unit == m_targets.getUnitTarget()
                    && ((unit->m_invisibilityMask || source->m_invisibilityMask) || unit->HasAuraTypeWithFamilyFlags(SPELL_AURA_MOD_STEALTH, SPELLFAMILY_ROGUE, SPELLFAMILYFLAG_ROGUE_VANISH))
                    && !source->canSeeOrDetect(unit, true))
    Last edited by sunlounger; 30-07-10 at 22:12.
    Religion is regarded by the common people as true, by the wise as false, and by the rulers as useful.

Page 4 of 11 FirstFirst 12345678 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •