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Auntie Mangos

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Everything posted by Auntie Mangos

  1. MadJack it wont work . The problem on unix is that scripts are compiled as shared library and mangos is linked against them. Which means that the scripts library cant be unloaded and cant be loaded ,its added to mangos at mangos startup ( NOT at the call to dlopen() ) and cant be unloaded. Basicly if you want unload on linux you need to build mangos as libtool module.
  2. i can confirm latest revs are stable on mandriva 64, more then xxxx testers.. 25h uptime. look at crash dump sd2 have some crashes, u can solve them in db, or maybe that crash problem is only on windows. or maybe your config is bad, also i can say no disconnects , problems with logs etc,, (bt we golittle offtopic) i can say only problem witch mangos could focus is mtmaps from Derex, without them mangos really lags,. with LOS. btw:TheLuda could u say, we will see developement on 3.0.2 in test branch? so we can close this:)
  3. What bug does the patch fix? Dark Pact and all other spells with SPELL_EFFECT_MANA_DRAIN gets no spell damage. Calculation is present in function Unit::SpellDamageBonus(), but this function is not called for this spells at all. And also there is no sent information about gains in combat log. For which SubVersion revision was the patch created? 6084 Is there a thread in the bug report section? http://getmangos.eu/community/viewtopic.p...mp;hl=dark+pact Who has been writing this patch? Ultron Index: game/SpellEffects.cpp =================================================================== --- game/SpellEffects.cpp (revision 6084) +++ game/SpellEffects.cpp (working copy) @@ -1958,7 +1958,10 @@ int32 new_damage; - // resilience reduce mana draining effect (added in 2.4) + //add spell damage bonus + damage=m_caster->SpellDamageBonus(unitTarget,m_spellInfo,uint32(damage),SPELL_DIRECT_DAMAGE); + + // resilience reduce mana draining effect (added in 2.4) uint32 power = damage; if ( drain_power == POWER_MANA && unitTarget->GetTypeId() == TYPEID_PLAYER ) power -= ((Player*)unitTarget)->GetDotDamageReduction(damage); @@ -1980,6 +1983,8 @@ modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_MULTIPLE_VALUE, manaMultiplier); m_caster->ModifyPower(POWER_MANA,uint32(new_damage*manaMultiplier)); + //send log + m_caster->SendEnergizeSpellLog(m_caster, m_spellInfo->Id,uint32(new_damage*manaMultiplier),POWER_MANA,false); } } http://filebeam.com/0245fe6a5da32d590753f0db06cbdd74
  4. update to 5785 and apply this patch -> http://getmangos.eu/community/viewtopic.php?id=20549
  5. I reworked the code of http://getmangos.eu/community/post/87422/#p87422 - original author=popovk Already found issues: speedup for HasAura check - some other speedy things if possible http://paste2.org/p/1353752 From looking around there is only one aura used with all tabards, so no use in storing this spell-id within the database for every npc. Also I didn't see any information, that the "tabarded" reputation should be modified by a rate or depending on the map/mob. So I think this version does work pretty correct. The ugliest part is, where (on the long term) we must code: ItemLevel 85 => Expansion=3, ItemLevel 75=> Expansion=2, ItemLevel=1 => any Observation: I am not familar with this code, but I tested Keristrasza, which gave me: 250 rep for alliance (without tabard) 325 rep for kirin tor (with kirin tor tabard) 325 rep for ebon blade (ebon blade tabard) .. Edit: I think this is not correct, but I don't know how the additional exp is created, and I also don't know if this is based on DB data created for different purposes)
  6. The source is public, u can see and download it Where from? https://github.com/mangos/mangos How? http://getmangos.eu/community/forum/17/installation-configuration-upgrades/ What's bugged? http://getmangos.eu/community/forum/18/bug-reports/ What kind of fixes to submit? http://getmangos.eu/community/forum/22/-accepted/ Where to submit them? http://getmangos.eu/community/forum/21/-under-review/
  7. Yes, but you'd have your support?
  8. It's really strange, shouldn't that prune script remove old threads first? I'm pretty sure that thread was created 2009/2008, but threads from 2006 have survived: http://getmangos.eu/community/viewtopic.php?id=95
  9. But i can not do this one by one for all the characters... i mean.. i dont want to are a lot. Is there some way to do this automatically at login of the player or for ALL players ???
  10. Did you try that in the right order ?
  11. sorry for BIG delay, i didnt had mutch time to do some logs, so here are promised logs, i can provide more if need ... hope it help, i would really like to see some fixes from thees logs on mangos GIT so i know it helped tested on : debug mode, no optimatization+(some flags for quade core) Mangos/0.13.0 (**REvision 7723-* ) for Unix ( little-endian) Using script library: ScriptDev2 (for MaNGOS 7715+) Revision [1029] 2009-04-26 23:45:06 (Unix) Using World DB: UDB 0.11.0 (371) for MaNGOS 7681 with SD2 SQL for wev. 1012 Using creature EventAI: ACID 0.0.9 - Full Release for Mangos 7673+ CLEAN MANGOS + CLEAN SD2 + LOS/HEIGH ON(ALL MAPS) 1. this is instance/ai/map system crash:D described here: http://getmangos.eu/community/viewtopic.php?id=5749 thread apply all bt / bt full core dump : http://pastebin.com/f7693493 valgrind log : http://filebeam.com/94eb2ed63f7dad5ef09e7b4c26fbcd6d 2. randome crash thread apply all bt / bt full core dump: http://pastebin.com/f1f5ed691 valgrind log: http://filebeam.com/850dc310375eb38384334bcf9fe9f97d
  12. What bug does the patch fix? What features does the patch add? It was possible to polymorph more than one target at a time using different versions of the polymorph spell. Using any of the polymorph spells (Polymorph Rank 1, 2, 3, 4, Turtle, Pig, Serpent, Black Cat) should break the effect of the other ones. For which repository revision was the patch created? 7503 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. http://getmangos.eu/community/viewtopic.php?id=3889 (a bit old, but I couldn't find any newer; however, the problem still exists in rev. 7503) diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp index 1f6a746..9dc6deb 100644 --- a/src/game/SpellMgr.cpp +++ b/src/game/SpellMgr.cpp @@ -530,6 +530,7 @@ bool IsSingleTargetSpells(SpellEntry const *spellInfo1, SpellEntry const *spellI switch(spec1) { case SPELL_JUDGEMENT: + case SPELL_MAGE_POLYMORPH: if(GetSpellSpecific(spellInfo2->Id) == spec1) return true; break; Tested it with 2 mages on 3 mobs, and it seems to be working properly.
  13. Kinda related: http://getmangos.eu/community/topic/16132/cot1-doorways/
  14. Bump um im using this guide http://getmangos.eu/community/viewtopic.php?id=7318 Im up to step 10. Updating databases anyone can explain if anyone has made an server??
  15. Little something for http://getmangos.eu/community/post/141028/#p141028 Limiting those can sure save some CPU cycles. https://gist.github.com/1818568 About https://github.com/faramir118/mangos/commit/53ed5f371e887039902547ea680a1375219232e4 Version 2 of initial idea, bit prettier, should have same functionality (not actually tested). https://gist.github.com/1818550 @cyberium: cashing can be nice, but I'm afraid net very efficient in our case. You can do a simple experiment: just save start and end locations in hash map, then lookup every calculation to see how many hits you get, if its under ~10% of searches, it ain't worth it. About IsReachable: Need to check it. The thing with IsReachable() is bit different, it will work only after path is calculated, that's why it ain't exported via public API.
  16. The World Events are modified by the DB. See the Wiki and the table game_event for more information. There is a current Bug in the Event system so it does not work. See http://getmangos.eu/community/topic/15815/bugs-in-the-events/ for more information about the bug. Maybe it was fixxed right now ^^
  17. TOM_RUS : perfect answer ! Thank you very much. Did a try on HomeMovement generator and it worked nicely. Which means the code in Unit::SendMonsterMoveByPath() is outdated. Schmoozerd: thanks dude. faramir118: Sorry, that Recast.h thing is a relic. Not needed anymore. "those intervals are so inefficient" : the interval themselves are configurable, and they aren't that bad - the generation is not very efficient at the moment But that's better than nothing.
  18. Vladimir said that we must change effects in the core. Result: http://getmangos.eu/community/viewtopic.php?id=14588
  19. Syntax: .reset stats [Playername] Resets(recalculate) all stats of the targeted player to their original VALUESat current level. edit: did ring a bell : http://getmangos.eu/community/showthread.php?14198-How-it-work-at_login-reset-spell&highlight= no need for 2 threads imho
  20. Don't quote me on this, but I think it might be a problem with your VC++. You have no reason to keep using that kind of outdated software anyway as the new 2010 suite works on XP+ as well (plus you don't need to set SDK directories or any of that confusing crap). My installation guide covers compilation with VC++ 2010: http://getmangos.eu/community/showthread.php?7318-Guide-Mangos-Windows-Setup The express version is free just like all the other express VC++s have been over the years.
  21. Take a look [bUG]-the-item-was-no-found&p=111126&viewfull=1#post111126"]here... And the visual bug i think it was fixed in revision 9725
  22. What bug does the patch fix? What features does the patch add? fixes cost "refund" if hit fails - uses this spellmod to decrease cost For which repository revision was the patch created? 9664 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. http://getmangos.eu/community/showthread.php?13282-[bUG]-Primal-Precision Who has been writing this patch? Please include either forum user names or email addresses. me diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index 2b8f690..08646a4 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -3747,6 +3747,20 @@ void Spell::TakePower() return; } + bool needApplyMod = false; + for (std::list<TargetInfo>::const_iterator itr = m_UniqueTargetInfo.begin(); itr != m_UniqueTargetInfo.end(); ++itr) + { + if (itr->missCondition != SPELL_MISS_NONE) + { + needApplyMod = true; + break; + } + } + + if (needApplyMod) + if (Player* modOwner = m_caster->GetSpellModOwner()) + modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COST_ON_HIT_FAIL, m_powerCost, this); + m_caster->ModifyPower(powerType, -(int32)m_powerCost); // Set the five second timer diff --git a/src/game/Unit.h b/src/game/Unit.h index 61a8af1..9861994 100644 --- a/src/game/Unit.h +++ b/src/game/Unit.h @@ -112,7 +112,8 @@ enum SpellModOp // spellmod 25 unused SPELLMOD_FREQUENCY_OF_SUCCESS = 26, // Only used with SPELL_AURA_ADD_PCT_MODIFIER and affects used on proc spells SPELLMOD_MULTIPLE_VALUE = 27, - SPELLMOD_RESIST_DISPEL_CHANCE = 28 + SPELLMOD_RESIST_DISPEL_CHANCE = 28, + SPELLMOD_COST_ON_HIT_FAIL = 30 }; #define MAX_SPELLMOD 32 used in TakePower() because target map is filled after all cost calculations and because its not related to original cost requirements/mods
  23. Hi there Check my post here http://getmangos.eu/community/showthread.php?13121-World-of-Warcraft-Server-for-Windows-Installation-Guide
  24. It's look like a sabotage. Two commits cause the crash (9228+9233 and 9266), but nobody from dev even is not comment this. For dev - alright! =(
  25. Sorta the same question. What was orginally posted by keltuss Here, does it work with something else in this topic? I went through every page. Also, that git branch no longer exists.
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