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Auntie Mangos

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Everything posted by Auntie Mangos

  1. Probably caused because the grid where the creature was is set to a <pause mode> when nobody is in. With gameobjects, they directly despawn. look-alike http://getmangos.eu/community/showthread.php?14136-Bug-amp-possible-fix-Inaccurate-respawn-time.
  2. So we don't need to run the sql file? I though thats how the table got created in the sql database... all sql code worked fine.... just that row that must apear twice in their ...in overall if you want to check out the procedure i've written: http://getmangos.eu/community/showthread.php?13121-World-of-Warcraft-Server-for-Windows-Installation-Guide Part 24 on page 2 .... you could re write the text at your convenience to put it here if you want as i wrote everything to be an installation also possible while creating your server
  3. Seems to be more and more incompatible with each new revision, anyone know a working Revision where the Patch can be at least manually still with some modifications applied? I tested it here with one of the later revisions but got a few issues http://getmangos.eu/community/showthread.php?8896-mtmaps-%28OpenMP%29&p=106912&viewfull=1#post106912
  4. Still bugged in revision 9105. Hunter's Mark http://www.wowhead.com/?spell=53338 Hunter recieve against that target 500 attackpower/ 750 with talent and glyph, but it's not working.
  5. Hi, while I completely agree with that fact that .send mail is ineffective, there is currently a patch you can apply to your core to make this work. It can be found here: http://getmangos.eu/community/showthread.php?10345-[PATCH]-Official-GM-Mail-%28GM-Item-or-GM%29 It'll make it so that you can send out mail from the mailbox default with a Blizz@rd stationary going out as "Customer Support"
  6. Patch in THIS THREAD. Moderator, please close this topic.
  7. Maybe have a look here: http://getmangos.eu/community/viewtopic.php?id=10380
  8. If i may then... Original report date: 02-11-2009, 09:12 PM and still broken? :confused:
  9. Sry, what the problem we have with vanish? Add Scary add this part to soure with error + //Check Caster for combat + if(m_caster->isInCombat() && IsNonCombatSpell(m_spellInfo) && !m_caster->isIgnoreUnitState(m_spellInfo) + && !m_spellInfo->SpellFamilyFlags & SPELLFAMILYFLAG_ROGUE_STEALTH && m_spellInfo->SpellFamilyFlags & SPELLFAMILYFLAG_ROGUE_VANISH) // Vanish hack + return SPELL_FAILED_AFFECTING_COMBAT;
  10. http://getmangos.eu/community/viewtopic.php?id=269&highlight=lexics
  11. I know. Was just pointing it out for resinate. I had this page open for several hours, and didn't notice you had already answered when I wrote my reply.
  12. What bug does the patch fix? What features does the patch add? Attack power, as of Client Switch 3.0.3 should affect both Melee & Ranged. For which repository revision was the patch created? [7102]--- Tested and Works on [7102.....7177......7252...7255] Is there a thread in the bug report section or at lighthouse? Number 1 Number 2 Who has been writing this patch? goodbadguy In player.cpp line 6729 - 6735 case ITEM_MOD_ATTACK_POWER: HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply); + HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply); break; case ITEM_MOD_RANGED_ATTACK_POWER: HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply); break;
  13. http://getmangos.eu/community/showthread.php?p=48514#post48514 My patch in current state: 1. Speedhack fixed - compare last and current position from movement packets, and check current speed and time between packets. Overping checks are currently exists in mangos core: # MaxOverspeedPings # Maximum overspeed ping count before player kick (minimum is 2, 0 used for disable check) # Default: 2 2. Teleportation fixed - same way as speedhack (compare coords and checking teleport events). 3. Flying fixed by checking MOVEMENTFLAG_CAN_FLY, MOVEMENTFLAG_FLYING and MOVEMENTFLAG_FLYING2 flags and current auras. On this moment I don't see anything that send only MOVEMENTFLAG_SWIMMING for flying. 4. Mountain climbing partialy fixed by checking tangent of angle between horizontal plane and movement vector of player (the maximum climbing angle in client is 57 degree (it's empirical value)). Gravity and jump heigth not yet implemented, because it's need too many system resources to check (VMAP). 5. Water Breathing - not implemented. 6. No Fall Damage - fixed with alternative falltime calculation on serverside. 7. Undetectable From the Server Side - confirm, it's undetectable
  14. http://getmangos.eu/community/viewtopic.php?id=14386&p=118053&viewfull=1#post118053
  15. What bug does the patch fix? What features does the patch add? fixes Master Poisoner For which repository revision was the patch created? 9006 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?p=96585#post96585 Who has been writing this patch? Please include either forum user names or email addresses. me(posted my old one from mangos.ru) diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 5246d91..ee0443e 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -559,12 +559,31 @@ void Spell::EffectSchoolDMG(uint32 effect_idx) // count consumed deadly poison doses at target if (poison) { + bool needConsume = true; uint32 spellId = poison->GetId(); uint32 doses = poison->GetStackAmount(); if (doses > combo) doses = combo; - for (int i=0; i< doses; i++) - unitTarget->RemoveSingleSpellAurasFromStack(spellId); + + // Master Poisoner + Unit::AuraList const& auraList = ((Player*)m_caster)->GetAurasByType(SPELL_AURA_MOD_DURATION_OF_EFFECTS_BY_DISPEL); + for(Unit::AuraList::const_iterator iter = auraList.begin(); iter!=auraList.end(); ++iter) + { + if( (*iter)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_ROGUE && (*iter)->GetSpellProto()->SpellIconID == 1960) + { + uint32 chance = (*iter)->GetSpellProto()->CalculateSimpleValue(2); + + if(chance && roll_chance_i(chance)) + needConsume = false; + + break; + } + } + + if(needConsume) + for (int i=0; i< doses; i++) + unitTarget->RemoveSingleSpellAurasFromStack(spellId); + damage *= doses; damage += int32(((Player*)m_caster)->GetTotalAttackPowerValue(BASE_ATTACK) * 0.09f * doses); }
  16. confirmed it works nicely, please developers to add patch to review
  17. Ok, I've found the solution here: http://getmangos.eu/community/viewtopic.php?id=9661 I had to downgrade autoconf 2.64 to 2.63, now it configures well.
  18. When http://getmangos.eu/community/viewtopic.php?id=7532 gets finished you probably just need to add some sql updates to fix this.
  19. http://getmangos.eu/community/viewtopic.php?id=24543
  20. Follow this guide, it's the ONLY one working for Linux http://getmangos.eu/community/topic/16184/guide-mangos-11235udbacid308playerbotscriptdev2-for-debian-6/
  21. * What bug does the patch fix? What features does the patch add? Fixed displaying of the raid difficulty mode (small number below the area name in minimap). * For which repository revision was the patch created? 9851 * Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. related to http://getmangos.eu/community/showthread.php?12358-raid-bug * Who has been writing this patch? Please include either forum user names or email addresses. darkstalker diff --git a/src/game/Player.cpp b/src/game/Player.cpp index ad13aae..495b348 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -19312,7 +19312,7 @@ void Player::SendInitialPacketsBeforeAddToMap() SendTalentsInfoData(false); data.Initialize(SMSG_INSTANCE_DIFFICULTY, 4+4); - data << uint32(0); + data << uint32(GetMap()->GetDifficulty()); data << uint32(0); GetSession()->SendPacket(&data);
  22. yey me well sorry i been off so much been to busy whit sc2, what can i say thank you for helping me help you help us all NoFantasy
  23. http://getmangos.eu/community/showthread.php?4579-[HOWTO]-GDB-Debugging would be also nice to attache mangos revision and custom patches in header of your post ;-)
  24. So do I, however, you can blink right up hills. Try it. You can also blink outside of Arathi Basin. That just needs to be fixed and it works almost perfectly.
  25. Some Game Event Extensions git pull git://github.com/jolan/mangos.git serverwide Description : adds serverwide events support Author : Originaly written by w12x, updated by Jolan Forum topic : http://getmangos.eu/community/viewtopic.php?id=2433&highlight=serverwide about 3.0.3 Test branch : Note MaNGOS doesn't accept any crash dumps, bug reports, anything. It is test branch and run it only at your own risk devs do accept patches
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