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AT-Inspiration:Preparing at Open
2020-16-01 @ 20:07 by kvipka
Pet and Totems on Transport.

It's actual for IceCrown - battle on gunships.
Classes with pet (hunter, enchancement shaman with wolfs, warlocks, frost mages) in ICC have a trouble to keep DPS, because pet don't wanna to go attack target on another ship, or just drop under ship and dissapear.

Shaman totems have a popular issue with a totems, that "falling" under ship  wink

Also just for beauty gaming in usual traveler in usual ships, maybe gang near The Booty Bay and etc.  satisfied


Also
Sentry totem now spawning in correct position (near caster).

2020-16-01 @ 19:51 by kvipka
Info from old post:
1 - duration ~0.5 sec
2 - evade all direct spells without CC
3 - can take all spells with control
4 - sap in vanish 
5 - blind in vanish


Now this feature mechanic have been reworked and corrected.

How it Work :
###################################################################################################
#
# VanishVisionTimer
#        Description: Vanish Fade Delay (vanish evade all spells without CC control in this time)
#        Default:     500 - (0.5 sec)
#

VanishVisionTimer = 600

#   VanishCCbreakTimer
#        Description: Vanish Should evade CC spells too, when casted, but it's a little lime.
#        Default:     150 - (0.15 sec)
#

VanishCCbreakTimer = 300

#
###################################################################################################

Vanish have 1 common timer - Fade Delay (VanishVisionTimer) :
It a timer, while rogue exist in target of enemies and they can see him, before he will "fade" (dissapear).

Fade Delay consist of 2 phases :
First phase - strong fade. (VanishCCbreakTimer)
In this phase :
- rogue will evade all usual spells (without CrowdControll (CC))
- rogue will evade ANY spell WITH CC effect (for example stun, or blind), but if triggered - Rogue will lose vanish-aura (and stealth will not applied on self, just because vanish doesn't exist). Effect of CC will not applied on rogue (stun or something else).

Second - usual fade:
- rogue will evade all usual spells (without CC)
- ANY spell with CC will applied on rogue and drop him from vanish (and stealth also will not applied)

Important notice : "all usual spells" - it a target spells, not AOE

old video (not all tricks on video) :

2020-16-01 @ 19:05 by kvipka
We have a new website, and we should to remember, what we have done :

Blink - just impressive count of rewriting...
Vanish - implemented Vanish Fade Delay (it will video in next news)
Shield Wall should NOT to removed by Dismantle (remove items from both hands and remove block and block chance yes, but not aura and -% dmg)
Killing spree - server system synchronization of positions (client - server - client) has been rewrited, and now Killing Spree has all jumps (5) and attacks by main and off hand (10).


Slice and Dice and hand of salvation (by mate from party before duel started) should not remove from stealth
Shadowmeld - very cool ability, give instant stealth, remove combat state, and remove aggro from npc, if he can't see you.
Cyclone - very cool pvp ability, but should not casted through divine shield =)
Feral charge - Cat - should jump very fast, not such as dying titanic.
Master Call - one of the best abilities in game, pet should cast remove root/snare aura and move like charge at owner, and when in melee zone of owner - pet should cast "remove all root and movement impairing effects" on owner, and after go attack pet-target again.
Summon gargoyle - she flying from above at target.
Living bomb - there were a lot of bugs:
1 - related with bug, when target LoS'ed caster, and bomb can't explosive by this reason (lol)
2 - related with checks, when bomb can damaged next targets near target with bomb, and checks this guys on LoS
3 - explosive Living bomb should not break the Dragon's Breath, information from retail, but idk why
Dancing Rune Weapon - just working now
Death Grip - corrected height and speed for spell
Steady Shot - corrected dmg calculate

Confuse effects
Rewrited confuse movement, unit should not move through LoS and dynamic map, and movement should be smooth.
And main, ALWAYS should be sync between client-server positions and orientations.
For example, you by rogue give blind on target, and try in one moment to give gouge or ambush, but target looks the other way...

anyway, this spells working now perfect :
scatter shot, blind, polymorph

Fleeing effects
Rewrited fleeing movement, and now Fear working fine, without teleports, twitchings and accelerators.

Movement General
We used and corrected new movement pending system. It give the instant time of handle movement-opcode, without additional delay, related with update-on-server, just working async. And now delay between server-client - only ping.
Also we decided to add M2-texture in LoS, just cast through tree we can't understand, but it's not blizzlike (yes, we took this crime).

Crossfactions BattleGrounds
- added all avilable races for each classes
- released work with chat (horde can't understand text from alliance (coded) , and doesn't matter original or fake race you have in this BG
- released work with /wishper chat, player with fake-race can write in PM all players from this Team (for example your original team=alliance and on BG your fake-race Orc (Horde), you can talk with all ppl from your temp-team (orc, tauren and etc) 

Also you can write by /whisper anyone from your original faction . For example you playing with friend (by Horde), but on BG you registered as Alliance (you can talk with your friend by /w, but talking on BG by /s will not possible, he just can't understand you (will coded text).

2020-14-01 @ 19:59 by kvipka
I have found new interesting feature of hacks - NoFallingDamage, and prepared answer for cheaters.

Anticheat as you know in public (only for TC, AzerothCore support broken with their politic).

Now all calculation only on server, and player can override data in packets, it doesn't matter for server.

2020-14-01 @ 19:44 by kvipka
Battlefield Manager has been rewrited fully.

Now script registration of each battlefield (in wotlk only 1 - wintergrasp) loading like SpecialEventMgr from DB.

And script for Wintergrasp also has been rewrited.



loading like SpecialEventMgr 



2020-14-01 @ 19:28 by kvipka
I think time to present new interesting feature : Special Event Manager

It's a manager, which help us to create some interesting cyclic scripts-events in anywhere, toggle enable/disable when need.


We can set time between events, duration time, and ofc enable/disable.

When this data were loaded, we can override and do all what we want.



For example this DalaranCrater script.

Script will start event, and all player, who have completed registration on event by Item Helper

Will be summoned in Dalaran crater with parachute (like battleroyale),and after 30 seconds will start fight.
Depend from config :
###################################################################################################
#
# DalaranGEvent

DalaranGEvent.InstantReviveAndReturn.Enable = 1
DalaranGEvent.Squad.Enable = 1
DalaranGEvent.Min.Players = 5

#
###################################################################################################


players can enter by party-squad, or by solo. Player, who has been killed can walk by ghost and wait end of event, or instant revive, and return in previous location (before summon).
Winner of event receive a reward and return in previous location too.

By this Manager we can create many interesting events like this  bowtie
2020-13-01 @ 20:37 by kvipka
Rewrited big part of ICC code script.

Fixed issue with doors with rotface and festergut.






Also implement blizzlike script for Svalna .

Implemented and corrected Putricide Trap

2020-11-01 @ 12:06 by kvipka
The Great Lie of some last years.

In 2016 developers of project Sunwell has understanded, that their way (by hacks) was very big mistake, and path was wrong. They just have opened code for all (public), and newbies have seen really good coded sources - scripts of dungeons, quests and more and more.

Yeah, it right, but the main part of server -> Core based on hacks, "bad code".

But anyway, developers have writed on their page next (copied by azerothcore) :
Server performance
Firstly, we will have to explain what "update time diff" is (we usually refer to it as "diff" in short). Update time diff is the time it takes the server to process all current tasks. The longer the diff is, the longer you wait for your actions to be processed (running, casting spells, etc.) and the less dynamic the game is. Diff adds up to your network latency (explicitly shown in the game client) and creates final delay you experience while playing. You can check current and average diff (average in the last ~10 seconds) using ".server info" command ingame.


It was the most long term by community lie.

For proof i have did this 2 part of video:

Real diff between update-ticks in Clear AzerothCore

And diff from our overloaded experimental core (with all new features), based on TrinityCore
2020-11-01 @ 09:14 by kvipka

I have rewrited this one of the oldest code (legacy of wowd-mangos-trinity, has been written more then 15 years ago).

Early, when player doing "log in world", server should to do SQL-query with subqueries of all his mails and mail items. Each *** time. 


Mail Init and Mail Items containers



and ofc delete operations with subqueries also 
 

Just try to imagine : what to do with server, if player will collect mails near 20-30k and will spam log in/out ? 
unfortunately, so you can crash all other projects

--
examples of new functions :

 
example from AuctionHouseMgr
2020-11-01 @ 08:55 by kvipka


This became possible thanks to new PromotionCodeMgr. Some new ideas for this new Manager "in development"  bowtie