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Everything posted by Auntie Mangos
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It doesn't work, I've to use my first idea : http://getmangos.eu/community/viewtopic.php?id=14582&p=119482&viewfull=1#post119482 And it doesn't crash now, but I dislike this fix
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* What bug does the patch fix? What features does the patch add? -In previous revs the item Hallow's End Pumpkin Treat was not working at all; the item would be consumed with no effect. This patch adds the effect. * For which repository revision was the patch created? -This patch is for rev 10197 * 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=14606&p=119577#post119577 * Who has been writing this patch? Please include either forum user names or email addresses. -I have, [email protected] diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index bff584f..099187f 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -1013,6 +1013,20 @@ void Spell::EffectDummy(SpellEffectIndex eff_idx) m_caster->CastSpell(m_caster, 23782, true); m_caster->CastSpell(m_caster, 23783, true); return; + case 24930: //Hallow's End Treat + { + uint32 spell_id = 0; + switch(irand(1,4)) + { + case 1: spell_id = 24924; break; //Larger and Orange + case 2: spell_id = 24925; break; //Skeleton + case 3: spell_id = 24926; break; //Pirate + case 4: spell_id = 24927; break; //Ghost + } + m_caster->CastSpell(m_caster,spell_id,true); + } case 25860: // Reindeer Transformation { if (!m_caster->HasAuraType(SPELL_AURA_MOUNTED))
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What bug does the patch fix? What features does the patch add? It fixes the proc of Glyph of Prayer of Healing spell after casting Prayer of Healing with the glyph For which repository revision was the patch created? 10148 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. Yes, there is, over here Who has been writing this patch? Please include either forum user names or email addresses. Me, Danstahr diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 2db68f7..89e1ff9 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -5226,6 +5226,13 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu triggered_spell_id = 28810; break; } + // Glyph of Prayer of Healing + case 55680: + { + basepoints0 = int32(damage * triggerAmount / 200); // 10% each tick + triggered_spell_id = 56161; + break; + } // Glyph of Dispel Magic case 55677: {
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Have a look at http://getmangos.eu/community/showthread.php?269-patch-Chat-Logs-%28file-And-On-screen%29-And-Lexics-Filter-%28yes-It-Can-Filter-Insults-Bad-Slang-Spam-Etc.-Using-Dictionary%29&highlight=chatlog
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My UDB-Database is for 9582 (UDB 0.12.0 (388) for MaNGOS 9582 with SD2 SQL for ...) but my MaNGOS Version is the newest version: http://getmangos.eu/community/showthread.php?13397-MaNGOS-switch-to-support-3-3-3a-%2811723%29 So i must patch all sql-files between 9582 and 9692?
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Hi , this post is intended to help some users of mangos to improve mangos performance Linux systems or at least know some basic concepts that will improve the performance of your server. Together we can get some tips update and improve this post. (firt, sorry for my english ) The Tips are based in aprox 3000 players online and for 2 separate server, the most important part is.. if you want performance, Core Server and Database server are not the same, not need the same and is not good which are in the same server. Two server connected to GigaLan is a perfect solution =) Tips for Core Server: - Networking Mangos bandwidth consumption: 3000K players aprox 70 mbps, you need a 100mb symetric hosting TCP Stack: Linux systems have a automatic system to configure self TCP stack but when you have more of 1000k players if posible that you need tunning some TCP and kernel config for better system performance and responses. This is my sysctl.conf for example i use: http://pastebin.com/JBX8cdbT - System RAM Memory: Have two factor of consumption: players online and vmaps, 3000k online and full vmaps = aprox 6GB. Not use swap memory if you have enough ram, use vm.swappiness = 0 in sysctl.conf. File Descriptors: In some linux distros the limit on the number of file descriptors a process may have by default is 1000 and if you want to have more of 900 - 1000 player you need modify this limits in limits.conf adding: root soft nofile 4096 root hard nofile 4096 (use root if your mangos users is root ) Processors: In mangos processors are one of the biggest problems, because currently does not support multithreading. Modifying some configuration in mangosd.conf (eg: vmaps, DetectPosCollision or Visibility.*) , you can reduce consumption but sacrificing playability. For now the better solution are ACE MTmaps patch (http://getmangos.eu/community/showthread.php?8896-mtmaps-(OpenMP)) for activate multithreading, but if you want to use it you need ACE 5.8.3, instalation for Debian/Ubuntu: > cd /root > wget [url]http://download.dre.vanderbilt.edu/previous_versions/ACE-5.8.3.tar.gz[/url] > tar xvfz ACE-5.8.3.tar.gz > cd ACE_wrappers > mkdir objdir > cd objdir > ../configure --disable-ace-tests --disable-ace-examples --prefix=/usr/local/ #The Game Master tip > make -j8 > make install > cd /usr/lib > rm libACE*.so > ln -s /usr/local/lib/libACE.so . > ln -s /usr/local/lib/libACE-5.8.3.so . > cd /usr/include/ > rm -rf ace > ln -s /usr/local/include/ace/ . When you configure compilation of mangos use -DACE_USE_EXTERNAL=1, for example i use for maximize my core performance: declare -x CFLAGS="-D_LARGEFILE_SOURCE -D_FILE_OFFSET_BITS=64 -O3 -m64 -pipe -msse4.2 -DFD_SETSIZE=4096 -fno-delete-null-pointer-checks -fno-strength-reduce -fno-strict-aliasing -frename-registers" declare -x CXXFLAGS="-D_LARGEFILE_SOURCE -D_FILE_OFFSET_BITS=64 -O3 -m64 -pipe -msse4.2 -DFD_SETSIZE=4096 -fno-delete-null-pointer-checks -fno-strength-reduce -fno-strict-aliasing -frename-registers" cmake .. -DPREFIX=/opt/mangos -DDEBUG=1 -DACE_USE_EXTERNAL=1 And for stability use MapUpdate.Threads = 1 (2 processors) Continue in next thead...
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I think it may have started back with rev 9605 (commit 6a5f80bb). I remember updating around this rev because I was thinking it would fix a problem I had noticed with the npc summoned imp minions. It is also around the time of one of the branch merges though. This may be where the pets started moving slowly to a different point as mentioned in http://getmangos.eu/community/showthread.php?13993-strange-bug. I could see how the movement problem could be affected by SetSummonPoint, but not how the name could be. Unless perhaps, it isn't sending the pet packet containing the name, because it thinks the pet is elsewhere. It may be a different rev around this one though, but I had updated when I saw that commit posted. My wife and I play with a warlock and hunter. Hopefully, this will be helpful to someone trying to track it down.
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this channel exists since very long time (has been announced here: http://getmangos.eu/community/viewtopic.php?id=300&highlight=freenode) in this channel you can't find much devs... some are there, but only a few, exactly because there are too much 'beginners' there. but most time this channel is just ideling, without any conversation. but just fyi: irc channels are *very* important for fast conversations
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what about the move maps that derex was working on ? i'm talking about the post here: http://getmangos.eu/community/viewtopic.php?id=4371 won't that influnce the creature movement better ?
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Thanks for the post. I followed some of the guides for GIT and was able to download the stable branch pretty easily. I would like to download the 303willcrashforsure branch into another folder - can someone tell me the steps ? I attempted a clone and the checkout in this thread, but it didn't work. Maybe I'm missing something, maybe I just don't GIT it Any help is appreciated. EDIT : Found this http://getmangos.eu/community/viewtopic.php?id=4360 after I posted - trying the steps in that post now...
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You may also need to change your local repo's autocrlf setting. sounds familiar to my issue: http://getmangos.eu/community/topic/14059/git-eol-problem/
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Use SpellWork and don't even bother with the DBC editor. http://getmangos.eu/community/topic/13617/spell-work-in-c/ The main advantage to hex is that each hex character turns into exactly 4 binary characters, so it is very easy to convert and see as binary. With decimal, it is much more confusing. e.g. 0xFFA1 translates into 1111 1111 1010 0001, which I can do without any tools in seconds, since I just turn each character into a series of 4 bits (i.e. F is 1111, A is 1010 or 10 (8+2), and 1 is simply 0001). In decimal it is 65441, which is harder to convert into binary.
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http://getmangos.eu/community/topic/8952/pvptoken-system/page/2/ check this out you need to know a little c++ to modify /improve or update that code
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[Instance] Raid Tab and Join Msg Not Showing Reset time.
Auntie Mangos replied to Auntie Mangos's topic in OldBug reports
ok no matter what i do, latter that the TTR ends and instance reset correctly the TTR becomes crazy. just with enter in the instance, I GOT SAVED, making .instance listbinds it appear that i got saved just with enter in the instance ( BUT in the raid tab doesnt appear anything ), and the ttr keep decreasing in negative value. THE ONLY WAY is restarting the server, and get fixed ( not at all ) like i said b4, the TTR is like default, reset occurs at 23:30m not taking the time of the mangos.conf where said default should be 4am. i take from character.sql from the folder of mangos sql this part of the sql to clear again the tables and be sure that its all correct. and well the report its the same im saying in this reply -- Table structure for table `character_instance` -- DROP TABLE IF EXISTS `character_instance`; CREATE TABLE `character_instance` ( `guid` int(11) unsigned NOT NULL default '0', `instance` int(11) unsigned NOT NULL default '0', `permanent` tinyint(1) unsigned NOT NULL default '0', PRIMARY KEY (`guid`,`instance`), KEY `instance` (`instance`) ) ENGINE=InnoDB DEFAULT CHARSET=utf8; -- -- Dumping data for table `character_instance` -- LOCK TABLES `character_instance` WRITE; /*!40000 ALTER TABLE `character_instance` DISABLE KEYS */; /*!40000 ALTER TABLE `character_instance` ENABLE KEYS */; UNLOCK TABLES; -- Table structure for table `groups` -- DROP TABLE IF EXISTS `groups`; CREATE TABLE `groups` ( `groupId` int(11) unsigned NOT NULL, `leaderGuid` int(11) unsigned NOT NULL, `mainTank` int(11) unsigned NOT NULL, `mainAssistant` int(11) unsigned NOT NULL, `lootMethod` tinyint(4) unsigned NOT NULL, `looterGuid` int(11) unsigned NOT NULL, `lootThreshold` tinyint(4) unsigned NOT NULL, `icon1` int(11) unsigned NOT NULL, `icon2` int(11) unsigned NOT NULL, `icon3` int(11) unsigned NOT NULL, `icon4` int(11) unsigned NOT NULL, `icon5` int(11) unsigned NOT NULL, `icon6` int(11) unsigned NOT NULL, `icon7` int(11) unsigned NOT NULL, `icon8` int(11) unsigned NOT NULL, `groupType` tinyint(1) unsigned NOT NULL, `difficulty` tinyint(3) unsigned NOT NULL default '0', `raiddifficulty` int(11) UNSIGNED NOT NULL default '0', PRIMARY KEY (`groupId`), UNIQUE KEY (`leaderGuid`) ) ENGINE=InnoDB DEFAULT CHARSET=utf8 ROW_FORMAT=FIXED COMMENT='Groups'; -- -- Dumping data for table `groups` -- LOCK TABLES `groups` WRITE; /*!40000 ALTER TABLE `groups` DISABLE KEYS */; /*!40000 ALTER TABLE `groups` ENABLE KEYS */; UNLOCK TABLES; -- ---------------------------- -- Table structure for group_instance -- ---------------------------- DROP TABLE IF EXISTS `group_instance`; CREATE TABLE `group_instance` ( `leaderGuid` int(11) unsigned NOT NULL default '0', `instance` int(11) unsigned NOT NULL default '0', `permanent` tinyint(1) unsigned NOT NULL default '0', PRIMARY KEY (`leaderGuid`,`instance`), KEY `instance` (`instance`) ) ENGINE=InnoDB DEFAULT CHARSET=utf8; -- -- Dumping data for table `group_instance` -- LOCK TABLES `group_instance` WRITE; /*!40000 ALTER TABLE `group_instance` DISABLE KEYS */; /*!40000 ALTER TABLE `group_instance` ENABLE KEYS */; UNLOCK TABLES; -- -- Table structure for table `group_member` -- DROP TABLE IF EXISTS `group_member`; CREATE TABLE `group_member` ( `groupId` int(11) unsigned NOT NULL, `memberGuid` int(11) unsigned NOT NULL, `assistant` tinyint(1) unsigned NOT NULL, `subgroup` smallint(6) unsigned NOT NULL, PRIMARY KEY (`groupId`,`memberGuid`), INDEX `Idx_memberGuid`(`memberGuid`) ) ENGINE=InnoDB DEFAULT CHARSET=utf8 ROW_FORMAT=FIXED COMMENT='Groups'; -- -- Dumping data for table `group_member` -- LOCK TABLES `group_member` WRITE; /*!40000 ALTER TABLE `group_member` DISABLE KEYS */; /*!40000 ALTER TABLE `group_member` ENABLE KEYS */; UNLOCK TABLES; -- -- Table structure for table `instance` -- DROP TABLE IF EXISTS `instance`; CREATE TABLE `instance` ( `id` int(11) unsigned NOT NULL default '0', `map` int(11) unsigned NOT NULL default '0', `resettime` bigint(40) NOT NULL default '0', `difficulty` tinyint(1) unsigned NOT NULL default '0', `data` longtext, PRIMARY KEY (`id`), KEY `map` (`map`), KEY `resettime` (`resettime`) ) ENGINE=InnoDB DEFAULT CHARSET=utf8; -- -- Dumping data for table `instance` -- LOCK TABLES `instance` WRITE; /*!40000 ALTER TABLE `instance` DISABLE KEYS */; /*!40000 ALTER TABLE `instance` ENABLE KEYS */; UNLOCK TABLES; -- ---------------------------- -- Table structure for instance_reset -- ---------------------------- DROP TABLE IF EXISTS `instance_reset`; CREATE TABLE `instance_reset` ( `mapid` int(11) unsigned NOT NULL default '0', `difficulty` tinyint(1) unsigned NOT NULL default '0', `resettime` bigint(40) NOT NULL default '0', PRIMARY KEY (`mapid`,`difficulty`) ) ENGINE=InnoDB DEFAULT CHARSET=utf8; -- -- Dumping data for table `instance_reset` -- LOCK TABLES `instance_reset` WRITE; /*!40000 ALTER TABLE `instance_reset` DISABLE KEYS */; /*!40000 ALTER TABLE `instance_reset` ENABLE KEYS */; UNLOCK TABLES; o btw forgot to mention something. the Reset instance buttom when you right click on your character seems to not working, i push it, and nothing happend, but if i change from 5H to 5N it reset the instance. -
Updated my previous post, added third and 4th method. BUMP
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This is clearly not a MaNGOS problem... And you already made a thread for this (here) so why a second one? ^^
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[Patch] External character dump files
Auntie Mangos replied to Auntie Mangos's topic in ... under reviewOld
As you are referring to no_char_delete, i just updated the post: http://getmangos.eu/community/showthread.php?4394-[patch]Don-t-delete-chars-finally/page4#post110259 -
What bug does the patch fix? What features does the patch add? Use HandleProcTriggerSpell for amount of triggered spell instead of HandleSchoolAbsorb and also trigger_spell_id instead of icon check. For which repository revision was the patch created? 8712 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=10551 Who has been writing this patch? Please include either forum user names or email addresses. Me (Corfen) core patch: diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index afed0ac..2cf57a8 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -6149,11 +6149,6 @@ void Aura::HandleSchoolAbsorb(bool apply, bool Real) DoneActualBenefit = caster->SpellBaseHealingBonus(GetSpellSchoolMask(m_spellProto)) * 0.75f; } break; - case SPELLFAMILY_DRUID: - // Savage Defense (amount store original percent of attack power applied) - if (m_spellProto->SpellIconID == 50) // only spell with this aura fit - m_modifier.m_amount = int32(m_modifier.m_amount * m_target->GetTotalAttackPowerValue(BASE_ATTACK) / 100); - break; default: break; } diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 836bc79..8f659f6 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -7235,6 +7235,12 @@ bool Unit::HandleProcTriggerSpell(Unit *pVictim, uint32 damage, Aura* triggeredB return false; break; } + // Druid - Savage Defense + case 62606: + { + basepoints[0] = int32(GetTotalAttackPowerValue(BASE_ATTACK) * triggerAmount / 100); + break; + } } if( cooldown && GetTypeId()==TYPEID_PLAYER && ((Player*)this)->HasSpellCooldown(trigger_spell_id)) http://pastebin.com/f8ceb730
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http://getmangos.eu/community/viewtopic.php?id=9662
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http://getmangos.eu/community/viewtopic.php?id=5936 Tons of other blink patches there.
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No, his right. It's related to OutdoorPvP. I write a similar bug report here: http://getmangos.eu/community/viewtopic.php?id=5207 Missed the previsious bug report. It mods all the gameobjects to they become unusable.
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Usually you just have to pull a remote branch into your source directory. From your source root (i.e. folder with dep, doc, sql, src, etc in it) git pull git://github.com/someguy/mangos.git some_branch (you can find a list of branches here http://getmangos.eu/community/topic/4404/interesting-git-branches/) If there's errors, post in the thread for the patch.
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Vbulletin Accounts -> Mangos
Auntie Mangos replied to Auntie Mangos's topic in OldGeneral discussion
first post dead but post 37 link alive http://getmangos.eu/community/viewtopic.php?id=11219&p=114631&viewfull=1#post114631 -
@@ -887,13 +903,24 @@ bool Pet::InitStatsForLevel(uint32 petlevel, Unit* owner) SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, float(petlevel - (petlevel / 4)) ); SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, float(petlevel + (petlevel / 4)) ); //SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, float(cinfo->attackpower)); - - PetLevelInfo const* pInfo = sObjectMgr.GetPetLevelInfo(creature_ID, petlevel); - if(pInfo) // exist in DB + PetLevelInfo const* pInfo = sObjectMgr.GetPetLevelInfo(creature_ID, petlevel); + if(cinfo->Entry == 29264) // Feral Spirit + { + SetCreateHealth(30*petlevel); + float dmg_multiplier = 0.3f; + if (owner->HasAura(63271)) // Glyph of Feral Spirit + dmg_multiplier = 0.6f; + SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE,float((petlevel * 4 - petlevel) + (owner->GetTotalAttackPowerValue(BASE_ATTACK) * dmg_multiplier))); + SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE,float((petlevel * 4 + petlevel) + (owner->GetTotalAttackPowerValue(BASE_ATTACK) * dmg_multiplier))); + + SetModifierValue(UNIT_MOD_ARMOR, BASE_VALUE, float(owner->GetArmor()) * 0.35f); // Bonus Armor (35% of player armor) + SetModifierValue(UNIT_MOD_STAT_STAMINA, BASE_VALUE,float(owner->GetStat(STAT_STAMINA)) * 0.3f); // Bonus Stamina (30% of player stamina) + + }else if(pInfo) // exist in DB { SetCreateHealth(pInfo->health); SetCreateMana(pInfo->mana); if(pInfo->armor > 0) I have this code, with this patch http://getmangos.eu/community/showthread.php?12891-Multiple-Pets-support-%28Feral-Spirit-Force-of-Nature%29&highlight=feral+spirit Now i have two wulfs with a attack dmg of 300-450 at level 70 and 1000 AP.
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