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Auntie Mangos

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Everything posted by Auntie Mangos

  1. Prove it. We never have banned any user for voicing his or her opinion. We only ban people who do not conform to our code of conduct. I do have almost three years of forum ban protocols to prove that, including the posts which have been the reason for the ban. As it stands, there are three reasons why we ban forum users: signatures and posts advertising the users public server. We have pretty clearly stated that we do not support public server owners here, since we do not want to get involved with this. violations of the code of conduct. You know, our rules have always been nothing more than us asking for sane behaviour, or - if you want to call it that - to behave in a manner that your grandmother would not feel ashamed if she knew what you just wrote. spam. Yes, I do ban ~ 10 to 15 spammers daily. Try the forum search, we haven't got a single spammer among our users, because I deleted them every day. This is the facts. Now, if you should for the next time feel the need to accuse us of the bad behaviour you can experience daily on the Trinity forums, try harder and bring the proof.
  2. What bug does the patch fix? What features does the patch add? Fixes the "SPELLMOD_SPELL_BONUS_DAMAGE", which should rather be added to the default coefficient, than multiply it. For example talent Empowered Corruption Rank 3 (Increases the damage of your Corruption spell by an amount equal to 36% of your spell power.) has value 6, meaning that every tick should take an additional 6% of spell power. The default coefficient od Corruption is 0,2 per tick, after this modifier it should be 0,26. According to the current formula, it is 0,2 * 1,06 = 0,212. This goes for all spells, using this modifier... To confirm that, you may take a look at wowwiki, which says: For which repository revision was the patch created? Rev. 9020 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. Found this: http://getmangos.eu/community/viewtopic.php?id=2004 Who has been writing this patch? Please include either forum user names or email addresses. Me, reeshack diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 3d17605..d59a2d4 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -8754,7 +8754,7 @@ uint32 Unit::SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint3 float LvlPenalty = CalculateLevelPenalty(spellProto); // Spellmod SpellDamage - float SpellModSpellDamage = 100.0f; + float SpellModSpellDamage = 0.0f; if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_SPELL_BONUS_DAMAGE,SpellModSpellDamage); SpellModSpellDamage /= 100.0f; @@ -8771,7 +8771,7 @@ uint32 Unit::SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint3 if (bonus->ap_bonus) DoneTotal += int32(bonus->ap_bonus * GetTotalAttackPowerValue(BASE_ATTACK) * stack); - DoneTotal += int32(DoneAdvertisedBenefit * coeff * SpellModSpellDamage); + DoneTotal += int32(DoneAdvertisedBenefit * (coeff + SpellModSpellDamage)); TakenTotal += int32(TakenAdvertisedBenefit * coeff); } // Default calculation Alternative (and better) patch by darkstalker: http://getmangos.eu/community/viewtopic.php?id=10609
  3. maybe related to http://getmangos.eu/community/viewtopic.php?id=7117 ? but still no solution
  4. For the most part zero bots are just behind. The focus is on WotLK, and as it stands zero bots just get caught up when blueboy has the time and urge to port the updates to zero. As for you macros, I would add combatorders to that list. I also do talentspecs in a macro but that's just polish. Your invisibility bug is most likely related to this core bug. I believe BThallid has done his best to alleviate this problem (or some such), but basically it's a long-standing core bug that's just amplified with playerbots. Well, that's what I understood of it, anyway. As for your "What? ..." spam, it's been discussed at length just yesterday, read up and let me know if that doesn't help.
  5. Follow this guide, it's the ONLY one working for Linux http://getmangos.eu/community/topic/16184/guide-mangos-11235udbacid308playerbotscriptdev2-for-debian-6/
  6. i wished to test this patch but found strange thing in core. Mechanic bleed exeption for shred is definied twice in clean core - 1st in MeleeDmgBonusDone and 2nd MeleeDmgBonusTaken. Wouldn't that cause double bonus counting? secound thing this thread doubles http://getmangos.eu/community/viewtopic.php?id=11548&highlight=bleeding. should be merged beacuse solution is quite the same. till this time i was using it for about 1year and didn't found any performance issues, but for some testers shred dmg was far to great. personaly i never counted it.
  7. When I launch game I use : mangos-world -m pathtomangchat.conf I will try your patch and if it works I add it to ther repo @roflnap : I just keep mangchat working on my repo, I will not add functionnality. Not good enough in cpp.
  8. What bug does the patch fix? What features does the patch add? Link to my repo: http://github.com/fgenesis/mangos/commit/b3c138ca9d59aff522f8a82cd2e1554fa0fbfc8d This patch fixed the problem that an object that tests HasInArc() for itself must be facing north to return true. With this patch, HasInArc() tested on self will always return true. Tested this with shadowmeld and it fixed it. Dunno if there are other problematic cases that are fixed by this patch. For which repository revision was the patch created? 7501 Is there a thread in the bug report section? Shadowmeld bugged: http://getmangos.eu/community/viewtopic.php?id=6489 Who has been writing this patch? me, False.Genesis
  9. my problem with mangos was fixed here http://getmangos.eu/community/viewtopic.php?id=6280 .. thank you for the fix, and belive me next time ... i'm posting mangos bug in mangos forum ,and other engines bug in other engines forums ._.
  10. What bug does the patch fix? What features does the patch add? Fixes actionbar problems with shapeshifting as of https://github.com/mangos/mangos/commit/9b4dcbbc01d65dd9f39c35814025a70daba730e6 . We now resend all updatefields when shifting into a form which causes the actionbar to be in an incorrect state when powershifting The solution is to only sync UNIT_FIELD_BYTES_2 updatefield which stores the shapeshift form For which repository revision was the patch created? [11811] Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. no Who has been writing this patch? Please include either forum user names or email addresses. Me, based on http://getmangos.eu/community/post/134007/#p134007 https://gist.github.com/1256482
  11. Hey hum... im trying to start a new live private server and i choosed mangos cause i love mangos,i got every thing i need to start my server but i dont know how to script anything =( Anyway, my problem is that when i enter an instance or a raid i cant see other people and they cant see any one, i only can see them on the mini map... + When i try something like .namego its say "You only can use this command if your not into an instance or the leader of the group" ... something like that =\\ I dont know why, i would like to know =( if you need any more information please tell me and i will do what you say =\\. (I searched on the forum and around the internet and since im not lonely to have this problem (http://getmangos.eu/community/topic/15499/raids/) My server : Using : MySQL, MANGOS Im in 3.3.5a My SQL browser is SQLYog. Thx for helping me.
  12. as i remember i've already encountered this problem before at vmap_rewrite brach test for 3.3.3 client (when vmap 3 has been in development state) and solution for this problem looks like was the same as your patch, looks like they forgot to add it to the repo. http://getmangos.eu/community/viewtopic.php?id=13587&p=4 i didn't check this bug before post it, i just answer to your problem
  13. I have done everything stated in this post http://getmangos.eu/community/showthread.php?7318-Guide-Mangos-Windows-Setup I have followed that guide to a T - so everything stated in there I have done. and my UDB version is 0.12.0
  14. You should look there : http://getmangos.eu/community/showthread.php?13839-Stacking-Auras&highlight= its list for stacking and unstacking auras.
  15. oops! u're right! i was doing that on a fresh new install. ahaha sorry! -=-=-=-=-=-=-=-=- I still couldn't make this work. I mean, I patched my mangos and S2dev successfully but Eye of Acherus still doesn't works. I'm using files from http://getmangos.eu/community/showthread.php?9668-Eye-of-Acherus&p=109456&viewfull=1#post109456 as well to insert some lines into database and so but, when I try to apply that after this patch for camera fix, I have some merge errors that I couldn't solve manualy. Without that patch, from that topic about Eye of Acherus, ingame, when I click on the Eye, my character appears to start summon something but then it stops and nothing happens. Could someone post here a guide or something to help me/us to have Eye of Acherus working? It can be really resumed... just with the steps and the right diffs (and order to apply them) and db insertions we have to make. I'll be really thankful
  16. Hey there! This is my try to make the DK-spell "Raise Dead" (http://www.wowhead.com/?spell=46584) work. Patch "Raise Dead": http://github.com/pasdVn/mangos/commit/352859fadbd61e421b86c477e85f6767e49575a1 The spell itself is no big deal, but the handling of the infinite cooldown (cooldown will only start if pet dies or is unsummoned), that is currently just supportet for aura spells in mangos. Problem is, that the client does not display the cooldown correct, if you send the cooldown event of the summon spell (that is not the original casted spell with the script effect) although they have a shared cooldown. It only does, if you directly cast a summon spell (in this case you see the cooldown correctly at all 3 cooldown sharing spells, if you learned them all, ofc...). Sollution is for now to send cd event for the script-effect-spell as well (hack). Patch infinite CD for summonig spells: http://github.com/pasdVn/mangos/commit/60a5b618c707014ed57ffb32fc228cb2aac56b21 Two more notes: * summonig of the temporary guardian pet (that means without Master of Ghouls) will only work if you apply TARGET_RANDOM_NEARBY_DEST fix first (or you are very close (0.5m) to a harmful unit^^) * learning Master of Ghouls to summon a controllable pet will only work if you have some runic power while learning this talent, becuase it -whyever- requires 1 point -.-
  17. [fix]Summon Water Elemental What bug does the patch fix? What features does the patch add? fixes Summon Water Elemental For which repository revision was the patch created? 9145 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?11977-[bug-9145][spell]Summon-Water-Elemental Who has been writing this patch? Please include either forum user names or email addresses. Wowka321 fix:
  18. What bug does the patch fix? What features does the patch add? - fixes healing and self-energize parts of the spell For which repository revision was the patch created? - 8746 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=10653 Who has been writing this patch? Please include either forum user names or email me (I know that there was some kind of patch for this spell on mangos ru forums, but because it's down for a long time I can't check) diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index f31c738..b70a15d 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -5509,6 +5509,42 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu { switch(dummySpell->Id) { + // Improved Leader of the Pack + case 24932: + { + if( cooldown && ((Player*)this)->HasSpellCooldown(dummySpell->Id)) + return false; + + Unit *caster = triggeredByAura->GetCaster(); + if(!caster) + return false; + + int32 amount = 0; + + if(Player* modOwner = caster->GetSpellModOwner()) + modOwner->ApplySpellMod(dummySpell->Id, SPELLMOD_EFFECT2, amount); + + amount = GetMaxHealth() * amount / 100; + + if(amount) + CastCustomSpell(this, 34299,&amount, NULL, NULL, true, NULL, triggeredByAura); + + if(caster == this) + { + AuraList const& packAuras = GetAurasByType(SPELL_AURA_ADD_FLAT_MODIFIER); + for(AuraList::const_iterator itr = packAuras.begin(); itr != packAuras.end(); ++itr) + { + SpellEntry const *spellProto = (*itr)->GetSpellProto(); + if (spellProto->Id == 34297 || spellProto->Id == 34300) + { + int32 manaAmount = GetMaxPower(POWER_MANA) * spellProto->EffectBasePoints[1] / 100; + + if(manaAmount) + CastCustomSpell(this, 68285,&manaAmount, NULL, NULL, true, NULL, triggeredByAura); + + break; + } + } + } + if( cooldown ) + ((Player*)this)->AddSpellCooldown(dummySpell->Id,0,time(NULL) + cooldown); + return true; + } // Healing Touch (Dreamwalker Raiment set) case 28719: { -- (24932) Leader of the Pack () DELETE FROM `spell_proc_event` WHERE `entry` IN (24932); INSERT INTO `spell_proc_event` VALUES (24932, 0x00, 0, 0x00000000, 0x00000000, 0x00000000, 0x00054044, 0x00000002, 0.000000, 0.000000, 6);
  19. Should be gone by now, or not? Haven't spotted any further error messages in the logs. nope, link is still going to http://getmangos.eu/community/search/new/, which does show *all* new posts instead of only all new posts in that specific section
  20. Hi All! I would like to report few issue regarding Argent tournament mounting.I saw that a TEMP Tournament Stables is missing from UDB, I mean it has not spawned under the mounts. Without that players can not mount those mounts which has been defined in the vehicle repo. The go is defined under: 300008 object number in UDB and has to spawn somewhere, near the mounts. It has 10 yards circle so it does not need to be precise. The second problem is when you click on Hawkstrider or Quel'dorei steed it will spawn an NPC (which has to be the mount) with 0 HP. NPC ids are: 33844,33845. According to wowhead these HP has to be 49999 but I am not sure what is the real and official value. If we do the aboves the mounts will be working. Another issue is the spells: Reported here: http://getmangos.eu/community/showthread.php?11907-Argent-tournament-Spells-are-not-damaging-the-target So these are my test results, hope somebody can deal with these issues. Thx! regards, wormyke
  21. If you don't want them to stack, IsNoStackSpellDueToSpell is supposed to return true. That said, there are perhaps other alternatives you might try before adding to the growing number of IsNoStack SpellIcon hacks. You could add spell_chain data for ranks of spells you don't want to be able to stack on a case-by-case basis, and let the IsRankSpellDueToSpell check return true. Of course, we can't assume that the spell_chain table is ever complete; which is the whole point of having more generic checks. So better yet, you could try adding a SpellFamilyFlags check that returns true when SpellFamilyFlags are identical after the if (spellInfo_1->SpellFamilyName != spellInfo_2->SpellFamilyName) return false; to ensure the spells are from the same class. This would make far more sense as a "generic" check, as it would prevent raid versions of normal buffs from stacking when the SpellIcons are different (like Gift of the Wild to Mark of the Wild, Prayer of Fortitude to PW: Fortitude, etc.) without relying on data in spell_chain or SpellSpecific checks. Currently, I am working on a patch to remove all the hack checks from IsNoStackSpellDueToSpell anyway - or at least the hacks that return false. However, I am still working on the logic for the patch (many food buffs are stacking where they shouldn't), and there are many more cases that still need to be checked.
  22. Hi, I'm working the same problem myself. I haven't finished yet, but here are three useful resources I found: Trinity 9001 to MaNGOS 10267 character converter http://pastebin.com/QYLWbNz8 (by The_Game_Master, from this thread: http://getmangos.eu/community/topic/15092/trinitycore2-to-mangos/) The Trinity Core Database Structures: http://www.trinitycore.info/DB:Characters The Mangos Core Database Structures: http://getmangos.eu/wiki/Characters Also, everything got a lot easier once I started using SOAP. You can enable it in the Mangos Config Files, and it will allow you to interface with Mangos via PHP. Good luck! Post you're results here, there is not much information on this subject and I'm sure others are interested in converting.
  23. Yes I followed by letter this topic. http://getmangos.eu/community/topic/13121/world-of-warcraft-server-for-windows-installation-guide/ I saw that you are using YTDB. Me and other people that having this issue are using UDB. I will check how it works with UDB and share the results. And if there are problems, I'll try to fix them
  24. Sorry... similar crash to that --> http://getmangos.eu/community/viewtopic.php?id=15131&highlight=gameobject I have bad locales_GO .... THX!!
  25. I'm a newb when it comes to linux build chain. Have been begging for help with that for over a month! Skirnir started to do it in this post. He hadn't gotten it working yet, and I've added stuff since then. But it's a start.
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