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Everything posted by Auntie Mangos
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What bug does the patch fix? What features does the patch add? it should fix talent torment the weak For which repository revision was the patch created? 8285 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=8251&highlight=torment+the+weak diff --git a/Unit2.cpp b/Unit.cpp index 0e055b1..309602d 100644 --- a/Unit2.cpp +++ b/Unit.cpp @@ -7955,14 +7955,44 @@ uint32 Unit::SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint3 } } } - + // Custom scripted damage - // Ice Lance - if (spellProto->SpellFamilyName == SPELLFAMILY_MAGE && spellProto->SpellIconID == 186) - { - if (pVictim->isFrozen()) - DoneTotalMod *= 3.0f; - } + switch(spellProto->SpellFamilyName) + { + case SPELLFAMILY_MAGE: + { + // Ice Lance + if (spellProto->SpellIconID == 186) + { + if (pVictim->isFrozen()) + DoneTotalMod *= 3.0f; + } + //Torment the weak + if ((spellProto->SpellIconID == 188 || //Frostbolt + spellProto->SpellIconID == 1485 || //Arcane Barrage + spellProto->SpellIconID == 2294 || //Arcane Blast + spellProto->SpellIconID == 2946 || //Frostfire Bolt + spellProto->SpellIconID == 225 || //Arcane Missle + spellProto->SpellIconID == 185) //Fireball + && pVictim->HasAuraType(SPELL_AURA_MOD_DECREASE_SPEED)) + { + //Search for Torment the weak dummy aura + Unit::AuraList const& ttw = pVictim->GetAurasByType(SPELL_AURA_DUMMY); + for(Unit::AuraList::const_iterator i = ttw.begin(); i != ttw.end(); ++i) + { + if ((*i)->GetSpellProto()->SpellIconID == 2215) + { + DoneTotalMod *= ((*i)->GetModifier()->m_amount+100.0f) / 100.0f; + break; + } + } + } + break; + } + default: + break; + } + // ..taken AuraList const& mModDamagePercentTaken = pVictim->GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN); i know the "if" under comment(//Torment the weak) looks kinda lame but im not familiar with spellfamilyflags, so anyone feel like translating these iconid into familyflags? i'd be greatful plz test and share comments
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Hey again, I did the exact same thing as explained here: http://getmangos.eu/community/viewtopic.php?id=7318&highlight=source And I used a client 3.0.9 to extract dbs, maps and vmaps. But i get the same problem over again, missing table character_equipmentset: "ERROR: Table 'characters.character_equipmentsets' doesn't exist" (checked with Navicat) Is the characters DB on the wow repo not up to date with the core of the repo? If anyone has a clue, just let me know thanks in advance.
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Hi, My Friends and me came up with the idea to play in the good old times on TBC (2.4.3). I've searched the web until I found getmangos.eu. I tried to setup a server (Ubuntu) but I messed it up, I think. I've got some errors when I tryed to start the world server and the extraction from my game folder crashed also. I couldn't get the information how to setup a server for an older version, I've searched but didn't find something helpfully. So my question is how to setup mangos for 2.4.3 or where I can get the files for it? It would be nice if there is a package for Linux or Windows. Greetings, Raxploit //Edit - 2th April 2012 20:17 I found these two post (The BIG FAQ Thread and Which REV for Client ver. X). Am i right that i have to use an older release of mangos for 2.4.3? Can i use git pull git://github.com/mangos/mangos.git mangos-0.12 to get the source for it and then follow the instructions like before?
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Same as http://getmangos.eu/community/post/138461/#p138461 Has been fixed in http://github.com/mangos/mangos/commit/ … 2f9524401a. Thanks for contributing though PS: Arena buff event has also been correctly changed to 253 in [11106]
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if you wan't to have all things related to guild Global on Multi Realm, than it would have to be an own process handeling that all e.g. GuildChat, GuildBank, GuildMembers etc maybe im just wrong and you just want that the Guild Name will be transfered, than you just have to recreate the guild on the new realm( problem with guild master would remain on old realm, if he wasn't the one getting transfered,memberlist will be nearly empty just the ones on the new realm should be there and so on) But the design on Multi Realm plattforms is just a bit difficult ( thought there was a project trying to make mangos multiprozessing but heared nothing of it since month ) PS: here is the thread i refered http://getmangos.eu/community/viewtopic.php?id=4362&page=7
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What bug does the patch fix? What features does the patch add? Instances like TOC has a counter of how many times the raid has wiped, so it's important tha testers cannot enter the instance until the raid is not in combat (all of them have wiped or have defeated the boss). In any other case, testers will always have the best mark, and then, the best loot, that's unfair. For which repository revision was the patch created? All revisions Is there a thread in the bug report section or at lighthouse? http://getmangos.eu/community/showthread.php?13298-Don-t-allow-enter-an-instance-while-raid-is-in-combat Who has been writing thisfix? Please include either forum user names or email addresses. Me This is the fix, I recommend to apply it manually diff --git a/src/game/Map.cpp b/src/game/Map.cpp index d260ee8..a2695d1 100644 --- a/src/game/Map.cpp +++ b/src/game/Map.cpp @@ -2379,6 +2379,9 @@ bool InstanceMap::CanEnter(Player *player) // cannot enter while players in the instance are in combat Group *pGroup = player->GetGroup(); - if(pGroup && pGroup->InCombatToInstance(GetInstanceId()) && player->isAlive() && player->GetMapId() != GetId()) + if( pGroup && pGroup->InCombatToInstance(GetInstanceId()) ) { player->SendTransferAborted(GetId(), TRANSFER_ABORT_ZONE_IN_COMBAT); return false; }
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Sorry, I did not see this thread before. By the way, it's the same base so nothing really lost
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Have no support No tiene soporte is trunk alpha beta i dont know is no stable 400 no es estable See... mira.. they are reyectin support for 400 becouse is under development. http://getmangos.eu/community/viewtopic.php?id=14585 http://getmangos.eu/community/viewtopic.php?id=14597
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I post here since it could help other testing : First you have to build the vmaps used in vmaps_rewrite since mmaps are based on those. On this thread you should be able to do so. once you have extract map & dbc (with ad.exe) & vmaps you can compile mmaps extractor from this folder. Then you have to copy paste it where the vmaps folder is and create a mmaps folder. Then use a commande line bash, go to the directorie and use movemapgen according to the readme file you can find in the src/mmap folder.
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@Darkruler post edited, because I think about it: maybe when you update the patch from Wojta's repository you did not complete or you have an error somewhere. should be compare yours patch with this patch and see the differences: from Wojta's repository, clean vehicle patch for MaNGOS core [9796] http://filebeam.com/b32b45a7c639862742c76ad08953aba8 btw @Wojta I got some bug and I can not to send PM, but here these are the last: (need to copy/paste the link) Vehicle Drake for the Oculus chain quests (13124, 13126, 13127 and 13128): http://getmangos.eu/community/showthread.php?11759-[dev]Vehicles&p=109971&viewfull=1#post109971 Two players to sit on the vehicle Salvaged Chopper: http://getmangos.eu/community/showthread.php?11759-[dev]Vehicles&p=111470&viewfull=1#post111470 Hack for DK quest 12701, teleport from Inconspicuous Mine Car to Shipboard: http://getmangos.eu/community/showthread.php?11759-[dev]Vehicles&p=112743&viewfull=1#post112743 Working guns: Wintergrasp Tower Cannon and Salvaged Siege Turret, add Gunner for Salvaged Demolisher. http://getmangos.eu/community/showthread.php?11759-[dev]Vehicles&p=112986&viewfull=1#post112986 Acherus Deathcharger's accessory crash server, OS Windows only! http://getmangos.eu/community/showthread.php?11759-[dev]Vehicles&p=104537&viewfull=1#post104537 And these, but they is in patch. You can download the patch and see. (add vehicle Scourge Gryphon, new vehicle_data for Scarlet Cannons and etc.) /* Massacre At Light's Point */ DELETE FROM creature_addon WHERE guid IN (SELECT guid FROM creature WHERE id IN (28887, 28833, 28864)); DELETE FROM vehicle_data WHERE entry IN (25, 79); INSERT INTO vehicle_data VALUES (25, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), (79, 5, 52435, 52576, 52588, 0, 0, 0, 0, 0, 0, 0, 0); DELETE FROM vehicle_seat_data WHERE seat IN (1427, 341); INSERT INTO vehicle_seat_data VALUES (1427, 1), (341, 1); DELETE FROM npc_spellclick_spells WHERE npc_entry IN (28887, 28833, 28864); INSERT INTO npc_spellclick_spells VALUES (28833, 52447, 12701, 1, 12701, 1), (28887, 52447, 12701, 1, 12701, 1), (28864, 67373, 0, 0, 0, 1); DELETE FROM creature_template_addon WHERE entry IN (28887, 28833, 28864); INSERT INTO creature_template_addon VALUES (28887, 0, 0, 2049, 0, 0, 79, '', ''), (28833, 0, 0, 2049, 0, 0, 79, '', ''), (28864,0,0,0,0,0,25,NULL,'61453 0 61453 2'); /* fixes for Frostbrood Vanquisher to fly and be faster */ DELETE FROM creature_template_addon WHERE entry = 28670; INSERT INTO creature_template_addon VALUES (28670, 0, 50331648, 1, 0, 1024, 156, NULL, '53112 0 53112 1 53112 2'); UPDATE creature_template SET InhabitType = 3 WHERE entry = 28670;
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What bug does the patch fix? What features does the patch add? This patch fixes a bug where you get healed from mage's Polymorph if you first transform yourself using Orb of Deception even when Polymorph effect fades. It's like having uber heal over time on yourself, you can solo everyone and everything. For which repository revision was the patch created? Any repository, i personally use 7641. 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=7047 Who has been writing this patch? Please include either forum user names or email addresses. False.Genesis http://github.com/fgenesis/mangos/commit/515255f0dacea467b36a96be41d9430803257151 If used, this bug is quite game-breaking, it's like having uber-heal over time on yourself but without any buff so noone can see that. This is a workaround, i put it here anyway for other people to use and to let developers know about this so they can fix it, i didn't have any response in the bug reporting section. I hope developers or someone else can make a proper patch for this and for anything similar in the code. Thanks to False.Genesis for the patch. Thank you
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The one from caeruleaus works fine
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lvl 0 is normal player, next lvls are for GM's u need write whole function for command or edit alredy impl. in core. in this forum are many custom command posts most in core mod. http://getmangos.eu/community/topic/15831/requestvip-teleports/ and many more just search
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Ok, as you probably are aware vmaps v3 backport was accepted for one, and Vladimir went further and backported it to zero. The only other major merge conflict is Ambal's not-backported [10727] map system re-engineering and all dependencies. While not necessary, backporting it will make maintaining separate branches much easier. (I touched some of this, but it was too much to include all of it in the vmap v3 backport) My plan is to backport the mmap extractor, then [10727] et al, followed by mmaps core implementation. It will probably be slow since I have a backlog of real-life work.
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To be clear i olso think this is an extra function. I don't realy care about the final decision. I know there is some thing can be improved in this mod. (like better integration that was specialy evited to make better compatibility when core change) I know olso this mod is not Blizzlike (how it could be?) So... Empty auction house in one family server with 10 player maximum is olso not usefull for anyone. How many real player in a server is necessary to fill correctly an Auction House??? More than 500? Is this project is done for this amount of player in majority? Finally i posted this code here only because this http://getmangos.eu/community/viewtopic.php?pid=121835#p121835 So i know this patch is somewhere in the brain of at least some dev and not be completly useless. I personally switched to dongeon finder and the code is more complicated but fun Obviously i will share my code when it be releasable. (i think only 25% have done for now ) Greetings
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Best example: http://getmangos.eu/community/showthread.php?14207-Overkill-does-not-disappear-after-20-seconds Why the heck do these stupid blue guys remove the triggering spell and change the buff? I see no sense in it and no idea, how to solve this bug.
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As UnkleNuke said.. (...)The real issue is fixing how MaNGOS deals with calculating and updating terrain. You do that and there would be no more need for Blink workarounds(...). There is few projects wchih in feature can change a little bit, like mmaps redux or vmaps rewrite. (fingers cross )
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http://getmangos.eu/community/showpost.php?p=89299&postcount=57
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[question] Trigger Spells And Original Casters
Auntie Mangos posted a topic in OldCore modifications
http://getmangos.eu/community/viewtopic.php?id=29539 http://getmangos.eu/community/viewtopic.php?id=28475 -
When I tried to fix that issue, i got crash #0 0x0000000000a7817a in dtNavMeshQuery::closestPointOnPolyInTile ( this=0x846b69120, tile=0x858a1e400, poly=0x85cd609e0, pos=0x7ffffedf7590, closest=0x7ffffedf6a20) at DetourNavMeshQuery.cpp k = 0 t = ( const unsigned char *) 0x86acd4c9c <Error reading address 0x86acd4c9c: Некорректный адрес> v = {0x7ffffedf6980, 0xa6ce84, 0x85cd1dfd0} pt = {2.93873448e-39, 0, nan(0x7fffff)} d = 3.24456323e-07 j = 0 ip = 7204 pd = (const dtPolyDetail *) 0x85cde3f70 closestDistSqr = 3.40282347e+38 #1 0x0000000000a78526 in dtNavMeshQuery::closestPointOnPoly ( this=0x846b69120, ref=4503599627377700, pos=0x7ffffedf7590, closest=0x7ffffedf6a20) at /DetourNavMeshQuery.cpp tile = (const dtMeshTile *) 0x858a1e400 poly = (const dtPoly *) 0x85cd609e0 __func__ = "closestPointOnPoly" #2 0x0000000000811bbf in PathInfo::getPathPolyByPosition (this=0x82e5bfe80, polyPath=0x8358dc280, polyPathSize=3, point=0x7ffffedf7590, distance=0x7ffffedf75b8) at PathFinder.cpp closestPoint = {265.174316, 11.998889, 6244.83008} d = 64.2281036 i = 1 nearestPoly = 4503599627375809 minDist2d = 64.2281036 minDist3d = 64.8027649 #3 0x0000000000811ce1 in PathInfo::getPolyByLocation (this=0x82e5bfe80, point=0x7ffffedf7590, distance=0x7ffffedf75b8) at PathFinder.cpp polyRef = 4503599627375809 extents = {-1.484889e+38, 4.59163468e-41, -1.48488819e+38} filter = {m_areaCost = {0, 4.7019774e-38, inf, inf, 85847.9375, 1.12103877e-44, -1.48499447e+38, 4.59163468e-41, -1.48486547e+38, 4.59163468e-41, 2.0178384e-38, 0, 1.40129846e-45, inf, -1.48488291e+38, 4.59163468e-41, -1.48487358e+38, 4.59163468e-41, 85847.5, 1.12103877e-44, 1.7998807e+09, 1.12103877e-44, 1.80617216e+09, 1.12103877e-44, -1.4848672e+38, 4.59163468e-41, -1.48487358e+38, 4.59163468e-41, -1.48488981e+38, 4.59163468e-41, 2.01861556e-38, 0, -1.48500988e+38, 4.59163468e-41, 2.05193816e-38, 1.40129846e-45, -46.0220261, 25.8849583, 9.66707611, 4.59163468e-41, -1.48489508e+38, 4.59163468e-41, -1.48499447e+38, 4.59163468e-41, -1.4850115e+38, 4.59163468e-41, 85847.5, 1.12103877e-44, -46.0220261, 25.8849583, 9.66707611, -0, 0, -1, -inf, inf, -1, 1.821688e-44, -nan(0x400000), -nan(0x400000), -inf, -0, 0, inf}, m_includeFlags = 0, m_excludeFlags = 65472} closestPoint = {-46.0220261, 25.8849583, 85848.125} result = DT_FAILURE #4 0x0000000000811f3f in PathInfo::BuildPolyPath (this=0x82e5bfe80, startPos= {x = 6239.68018, y = 265.149872, z = 11.5367823}, endPos= {x = 6249.86133, y = 271.412476, z = 11.2408276}) at PathFinder.cpp distToStartPoly = 0 distToEndPoly = 0 startPoint = {265.149872, 11.5367823, 6239.68018} endPoint = {271.412476, 11.2408276, 6249.86133} startPoly = 4503599627375809 endPoly = 4692750813042601992 farFromPoly = false startPolyFound = false endPolyFound = 64 pathStartIndex = 1 pathEndIndex = 1177092920 #5 0x0000000000812bab in PathInfo::Update (this=0x82e5bfe80, destX=6249.86133, destY=271.412476, destZ=11.2408276, useStraightPath=false) at PathFinder.cpp newDest = {x = 6249.86133, y = 271.412476, z = 11.2408276} oldDest = {x = 6246.91992, y = 270.063599, z = 11.7686615} x = 6239.68018 y = 265.149872 z = 11.5367823 newStart = {x = 6239.68018, y = 265.149872, z = 11.5367823} oldStart = {x = 6234.30859, y = 262.476501, z = 11.932827} dist = 1.5 oldDestInRange = false offmeshes: 562 31,20 (6234.545898 256.902100 11.075373) (6230.961914 252.127274 11.180979) 8 // Blade's Edge Arena 562 31,20 (6243.081543 266.918854 11.059557) (6246.507324 271.623505 11.230524) 8 // Blade's Edge Arena
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Hi! I solved the bug with Obliterate in: http://getmangos.eu/community/viewtopic.php?id=12578 Mylifesuxito, this is caused because every time you log in with a DK, your total talents are calculated based in completed DK quests and your level, so your modifications will be lost after logout
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It should only Mangos and everything is working? Does not require present in Scriptdev2 ??? missing... diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 58384f4..371a634 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp -2068,6 +2068,15 @@ void Spell::EffectTriggerSpell(uint32 effIndex) // special cases switch(triggered_spell_id) { + // Mirror Image + case 58832: + { + // Glyph of Mirror Image + if (m_caster->HasAura(63093)) + m_caster->CastSpell(m_caster, 65047, true); // Mirror Image + + break; + } // Vanish (not exist) case 18461: {
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Have a look here... http://getmangos.eu/community/viewtopic.php?id=4604 (Should be enough, check if you really processed both configure.ac files with dos2unix) and here... http://getmangos.eu/community/viewtopic.php?id=4734 (Should work if the solution above didn't, try to use both) (It might be a bit late but I post it here because members asked me already per PM how to fix the famous ".ibtoolize: AC_CONFIG_MACRO_DIR([m4]) conflicts with ACLOCAL_AMFLAGS=-I m4" issue)
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