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    • C est avec de la nostalgie que je suis tombe sur votre communaute ancien d ILLIDAN avec cocodingo j ai 65 ans et je vais installer vos pack pour ma plus grande joie grand merci a vous pour ce merveilleux travaille
    • Sauranok Will Point The Way - Quest Text When going in to complete this quest, Sauranok had very strange text. It only read: "mage." It wasn't capitalized, it didn't have any structure to it, etc. First I needed to find the quest id. I used the SQL 'LIKE' statement to search with wildcards - I could have just done it with an = and no %'s... but I wanted to show you some other methods. I could have gone LIKE "%Sauranok%", and it may have given me more options in the output that I would need to pick from. SELECT `Entry`, `Title` FROM `quest_template` WHERE `Title` LIKE "%Sauranok Will Point The Way%"; The output was: +-------+-----------------------------+ | Entry | Title | +-------+-----------------------------+ | 28909 | Sauranok Will Point the Way | +-------+-----------------------------+ Okay - so Quest ID/Entry = 28909. Because I couldn't remember the correct column name for the part of the window that was showing me "mage.", I needed to do the following: SELECT * FROM `quest_template` WHERE `Entry` = 28049; I'm not going to post the output this time, because it would be very long and messy. But I noticed that OfferRewardText was equal to: "$c." $c is a variable for "class", so... because I was playing a Mage, it displayed "mage." I needed to find the correct text for this, so I went to Youtube and found a 10 year old video (around the time of actual Cataclysm). It showed me the following text: <Sauranok nods toward you> Paladin. So, oddly enough the text quest was essentially correct - it's just the class name. However, there does seem to be an extra line above it, and the class name should be capitalised. The formatting for this uses "$B" to go to a new line. For more information on these variables, see here. The final SQL fix for this one was: UPDATE `quest_template` SET `OfferRewardText` = "<Sauranok nods toward you.>$B$B$C." WHERE `Entry` = 28909;  
    • Echo Island Tiki Targets Are Chasing Me! When attacking these Tiki Targets on Echo Isles, they were moving around towards the player. That's incorrect behaviour - they should remain stationary. I began by using the ingame chat command: ".npc info" to get the creature Entry #38038. Now I could go into my database and begin looking to see what the UnitFlags were (this is where I suspected I would need to apply my fix). SELECT `Entry`, `Name`, `UnitFlags` FROM `creature_template` WHERE `Entry` = 38038; The output was: +-------+-------------+-----------+ | Entry | Name | UnitFlags | +-------+-------------+-----------+ | 38038 | Tiki Target | 393216 | +-------+-------------+-----------+ Time to go to the creature template documentation for UnitFlags. Starting with the UnitFlags value, let's subtract the largest possible flag. 393216 - 262144 (UNIT_FLAG_STUNNED) = 131072 131072 - 131072 (UNIT_FLAG_PACIFIED) = 0 Stunned and Pacified made sense to me. I did do some comparisons with other Target Dummies (who also stay stationary when attacked), they - most of the time - had the same flags. So I guess the flags weren't the problem this time. I did do a lot of trial and error with numerous different strategies, values, etc. and finally the thing that worked was... AIName (see documentation here). SELECT `Entry`, `Name`, `AIName` FROM `creature_template` WHERE `Entry` = 38038; The output was:  +-------+-------------+--------+ | Entry | Name | AIName | +-------+-------------+--------+ | 38038 | Tiki Target | | +-------+-------------+--------+ I didn't really like the description for any of the AIName values in the documentation. The one that sounded most correct was NullAI --> Do nothing. Same as empty string.  > Do nothing... that sounds perfect! > Same as empty string... but I already have an empty string? I decided to try putting NullAI into there - couldn't hurt, right? IT WORKED! It actually worked! My final SQL fix for this was: UPDATE `creature_template` SET `AIName` = "NullAI" WHERE `Entry` = 38038;  
    • Auctioneer Drezmit's Gossip Window Fix When clicking on the auctioneers to open the auction house, Auctioneer Drezmit would open up a gossip dialog window. Based on a comparison of him and his three neighbours (using the ingame chat command: .npc info), I determined that the NpcFlag was probably the culprit. I did a nice quick comparison in my mangos_world3 database. SELECT `Entry`, `Name`, NpcFlags` FROM `creature_template` WHERE `Entry` IN (44865, 44866, 44867, 44868); The output was as such: +----------+---------------------+-----------+ |  Entry   |  Name              |  NpcFlags | +----------+---------------------+-----------+ |  44865  |  Auctioneer Fazdran |  2097152  | |  44866  |  Auctioneer Drezmit |  2097155  | |  44867  |  Auctioneer Ralinza |  2097152  | |  44868  |  Auctioneer Xifa    |  2097152  | +----------+---------------------+-----------+ I used the creature template documentation (NpcFlags) to determine what the NpcFlags meant. The best way is to start with the largest value that fits into the flag. With a flag of 2097152, there is a perfect fitting "2097152" flag which is for: UNIT_NPC_FLAG_AUCTIONEER. Well - that makes sense for Fazdran, Ralinza, and Xifa. Drezmit however has some flags left over. 2097155 - 2097152 = 3 The next largest flag that fits into there is "2" which is for: UNIT_NPC_FLAG_QUESTGIVER, which, as I'm sure you have already guessed... is for quest givers. That leaves us with: 3 - 2 = 1. And now we can fit one last flag into there with a value of "1": UNIT_NPC_FLAG_GOSSIP. Well, I've never heard of auctioneers handling out quests or providing gossip. So I was pretty sure that I could change Drezmit's NpcFlags to 2097152. "Fun" story about this one. I had originally submitted a fix to the GitHub repo which removed the extra NPCFlags for quest giver and gossip, only to have a recurring thought in the back of my head... "check the quests." So I needed to find a quest that was started by Drezmit in order to confirm this. I used the quest_relations table to find this. SELECT * FROM `quest_relations` WHERE `entry` = 44866; The output was: +-------+-------+-------+------+ | actor | entry | quest | role | +-------+-------+-------+------+ | 0 | 44866 | 29416 | 1 | | 0 | 44866 | 29425 | 0 | +-------+-------+-------+------+ Role of 0 = starts a quest, Role of 1 = ends a quest. So we know that he starts quest #29425 and ends quest #29416. For the purpose of this tutorial, it doesn't really matter what those quests are - we just needed to know if he was Quest Giver or not. So I had to provide a 2nd pull request on Github to fix this mistake. My final SQL fix was: UPDATE `creature_template` SET `NpcFlags` = 2097154 WHERE `Entry` = 44866; NpcFlags value of 2097154 = Quest Giver + Auctioneer. So in the end, we just removed the Gossip flag. I did go back and test a few things to make sure his behaviour was still correct when the quest was available and after it was completed. Things seemed appropriate, so I felt comfortable with that final fix.
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