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Auntie Mangos

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Everything posted by Auntie Mangos

  1. Like DaC said, unless you do use a remote service, such as web-enabled administration or automation scripts like account creation, you can safely leave SOAP turned off. If you are interested in setting up a web server to administrate your server and allow friends to sign up, take a look in the 3rd-Party projects section for some good "website in a box" kits. I highly recommend you read through the mangosd and realmd conf files. There's many options for customizing your server, such as allowing more than two main professions, which can be very helpful for players on low-population servers.
  2. According to http://getmangos.eu/community/post/126269/#p126269 a problem with the used libraries might exist.
  3. It's better just write LUA addon using API mentioned in this topic. Or you can even copy Blizzard's bug reporting addon from PTR client and use it
  4. The first solution is to make some research on the forum
  5. See http://getmangos.eu/community/showthread.php?13539-[bUG]-Leveling-past-level-80-as-a-player
  6. Hi kennumen, I would like to add you to our collaborators list, if this is O.K with you. If it is, I will show you how to push your own work to the portal repo. I will clearly show you how to do this, but you will need to create a GitHub account for yourself, so I can add your name to our list and enable you to maintain your work from your hardrive securely. I assume you will be running from windows. This link will get you started win-set-up-git EDIT: You can create a patch and post it on the thread. I can then push it. However, if the patch is large this is impractical and pushing directly to GitHub is the best way. Take a look at this post #101. This is how I create a local patch. Let me know.
  7. No you can't. Simple Answer... The Community und developer try to figure out the protocol of the new WoW so there is no way for now to create a mangos cata server. http://getmangos.eu/community/topic/15581/401-protocol/
  8. http://getmangos.eu/community/viewtopic.php?id=13121 PART 15 - UPDATING YOUR DATABASE WITH SQL FILES It may be hard to explain but when get to understand the concept, it's all goiing fine....
  9. http://getmangos.eu/community/viewtopic.php?id=10241&highlight=heroics there were even older threads about this issue (some gone i guess)
  10. well i was just wonerding. Been 8 months.. and still fishing don't work. i hear its a core bug. then i hear its something to do with map's. So VladimirMangos What is it ? Is there a fix for it
  11. I use this one: http://getmangos.eu/community/showthread.php?p=60805#post60805 I like it alot, it works very well, I've only fallen under once, and I was trying to fall under.
  12. * What bug does the patch fix? What features does the patch add? Replace the check whether player can capture base in EotS BG by more appropriate one, that is used (for flags) in other BGs as well. (isAlive -> isAllowUseBattleGroundObject) As a result, stealthed, invisible and mounted players are prevented from capturing bases. Note: isAllowUseBattleGroundObject() function should contain check for invulnerability auras (it does not right now). I am not sure, whether can invulnerable players capture bases on official, but because some invulnerability effects (eg. petrification) may last for a minute or more, it sounds reasonable that players couldn't capture base while under such effect. * For which revision was the patch created? 6844 * Is there a thread in the bug report section? If yes, please add a link to the thread. http://getmangos.eu/community/showthread.php?p=42310&highlight=storm * Who has been writing this patch? Please include either forum user names or email addresses. Me, Tassader diff --git a/src/game/BattleGroundEY.cpp b/src/game/BattleGroundEY.cpp index 18d0859..241ad5b 100644 --- a/src/game/BattleGroundEY.cpp +++ b/src/game/BattleGroundEY.cpp @@ -173,7 +173,7 @@ void BattleGroundEY::CheckSomeoneJoinedPoint() ++j; continue; } - if (plr->isAlive() && plr->IsWithinDistInMap(obj, BG_EY_POINT_RADIUS)) + if (plr->isAllowUseBattleGroundObject() && plr->IsWithinDistInMap(obj, BG_EY_POINT_RADIUS)) { //player joined point! //show progress bar @@ -216,7 +216,7 @@ void BattleGroundEY::CheckSomeoneLeftPoint() ++j; continue; } - if (!plr->isAlive() || !plr->IsWithinDistInMap(obj, BG_EY_POINT_RADIUS)) + if (!plr->isAllowUseBattleGroundObject() || !plr->IsWithinDistInMap(obj, BG_EY_POINT_RADIUS)) //move player out of point (add him to players that are out of points { m_PlayersNearPoint[EY_POINTS_MAX].push_back(m_PlayersNearPoint[i][j]);
  13. Report : http://getmangos.eu/community/topic/15267/mangos012-crash-character-erase/ patch : diff --git a/src/mangosd/CliRunnable.cpp b/src/mangosd/CliRunnable.cpp index e7e6375..a7d077a 100644 --- a/src/mangosd/CliRunnable.cpp +++ b/src/mangosd/CliRunnable.cpp @@ -410,13 +410,13 @@ bool ChatHandler::HandleCharacterDeletedOldCommand(char* args) bool ChatHandler::HandleCharacterEraseCommand(char* args) { char* nameStr = ExtractLiteralArg(&args); - if (!*nameStr) + if (!nameStr) return false; Player* target; uint64 target_guid; std::string target_name; - if (!ExtractPlayerTarget(&args, &target, &target_guid, &target_name)) + if (!ExtractPlayerTarget(&nameStr, &target, &target_guid, &target_name)) return false; uint32 account_id;
  14. 5th October 2010 What a crazy start for a fresh board but we are finally in friendly waters. Har! Fixes Replies to topics do not show up. An database error prevented replies from being loaded. The issue has been fixed, and you should see new replies appearing now right after posting a reply. Enhancements The forum design looks nice. Yes, yes. And we are slowly bring back the shiny stuff. Everything should be smoothly coloured, and now have a mangos logo up there (in the page header). If not - refresh your browser cache. Feedback this way, please.
  15. http://getmangos.eu/community/viewtopic.php?id=10273
  16. The coefficient is there somewhere, the real problem with unstable affliction dispel damage is level penalty which it gains... See :http://getmangos.eu/community/viewtopic.php?id=10268
  17. What bug does the patch fix? What features does the patch add? Implement 20-sec hidden cooldown for dragonspine trophy trinket proc (according to wowhead data) For which SubVersion revision was the patch created? 6428+ Link to the Thread in the bug report section? http://getmangos.eu/community/viewtopic.php?id=27207 Who has been writing this patch Malah DELETE FROM spell_proc_event WHERE entry IN(34774); INSERT INTO `spell_proc_event` VALUES (34774,0,0,0,0,0x0000000000000000,0x00080001,1.5,20);
  18. Don't do anything too drastic, life's too short Which World Database are you using? I use ytdbase that has some nice features. Normally a full database sql is provided, with a few updates. Once these are applied, make sure you create a clean 'characters' database and 'realmd' database from provided sqls in <source root>/sql. Remember you also need to configure the 'realmlist' table in the 'realmd' database. All further updates can be done automatically. Yes, thanks to the excellent work of Patman128 you can update the Databases automatcally. Here's a link where you should be able to download the engine 'updates.py'. Work by Patman128 One snag is that you need to have a working version of 'python' on your system. You should be able to get one for both linux and windows. N.B You need to configure updates.py so it can access your SQL server. copy updates.py to your <source root>/sql/updates folder and execute it from there
  19. I began to think that I alone here, lol. Thx! This is really good information! So, now i'm debugging in oregoncore using idea of Valhalla-Project fix(see thread http://getmangos.eu/community/topic/12865/mage-arcane-missiles/): Channeled casts are just casts, which places DoT aura on target. That means, on DoT tick, m_caster equals player's target, but real caster in m_originalCaster. One important note: at calling SendSpellGo/Start, in oregoncore, m_caster == m_originalCaster, but not in Mangos. I can just replace "data << m_caster" by "data << GetAffectiveCaster()" and it'll start work like it must, but... it's just a hack, i think. I mean, in oregoncore, it(m_caster) sets to m_originalCaster it different place. Need to find where it becomes and merge it logic into mangos. That is my current task.
  20. Hi KiriX, I tried to download the patch from filebeam but my antivirus blocked it, saying 'MALICIOUS URL BLOCKED' ! @meniacle I use the following bash script to create my playerbot patch, If you want to create a patch from the portal repo, then replace all instances of blueboy with portal. You do not need to know much about git to run this script from the command line. Please let us know
  21. Now we're getting somewhere!
  22. What bug does the patch fix? What features does the patch add? replaces absolete melee miss chance calculation with current one. better variable names ( HitChance -> hitChance, miss_chance -> missChance ) For which repository revision was the patch created? 9100 Is there a thread in the bug report section or at lighthouse? -miss-chance-for-melee-damage"]here Who has been writing this patch? Please include either forum user names or email addresses. Me http://pastebin.com/m6f26bddb diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 98c4f94..5f2c28f 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp -2529,44 +2529,41 @@ bool Unit::isSpellBlocked(Unit *pVictim, SpellEntry const * /*spellProto*/, Weap float Unit::MeleeSpellMissChance(Unit *pVictim, WeaponAttackType attType, int32 skillDiff, SpellEntry const *spell) { // Calculate hit chance (more correct for chance mod) - int32 HitChance; + float hitChance = 0.0f; // PvP - PvE melee chances - int32 lchance = pVictim->GetTypeId() == TYPEID_PLAYER ? 5 : 7; - int32 leveldif = pVictim->getLevelForTarget(this) - getLevelForTarget(pVictim); - if(leveldif < 3) - HitChance = 95 - leveldif; - else - HitChance = 93 - (leveldif - 2) * lchance; + if ( pVictim->GetTypeId() == TYPEID_PLAYER ) + hitChance = 95.0f + skillDiff * (skillDiff > 0 ? 0.02f : 0.04f); + else if ( skillDiff < -10 ) + hitChance = 94.0f + (skillDiff + 10) * 0.4f; + else + hitChance = 95.0f + skillDiff * 0.1f; // Hit chance depends from victim auras if(attType == RANGED_ATTACK) - HitChance += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE); + hitChance += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE); else - HitChance += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE); + hitChance += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE); // Spellmod from SPELLMOD_RESIST_MISS_CHANCE if(Player *modOwner = GetSpellModOwner()) - modOwner->ApplySpellMod(spell->Id, SPELLMOD_RESIST_MISS_CHANCE, HitChance); + modOwner->ApplySpellMod(spell->Id, SPELLMOD_RESIST_MISS_CHANCE, hitChance); // Miss = 100 - hit - float miss_chance= 100.0f - HitChance; + float missChance = 100.0f - hitChance; // Bonuses from attacker aura and ratings if (attType == RANGED_ATTACK) - miss_chance -= m_modRangedHitChance; + missChance -= m_modRangedHitChance; else - miss_chance -= m_modMeleeHitChance; - - // bonus from skills is 0.04% - miss_chance -= skillDiff * 0.04f; + missChance -= m_modMeleeHitChance; // Limit miss chance from 0 to 60% - if (miss_chance < 0.0f) + if (missChance < 0.0f) return 0.0f; - if (miss_chance > 60.0f) + if (missChance > 60.0f) return 60.0f; - return miss_chance; + return missChance; } // Melee based spells hit result calculations
  23. What bug does the patch fix? What features does the patch add? fixes detecting stealthed units after restealth For which repository revision was the patch created? 9055 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=11680 Who has been writing this patch? Please include either forum user names or email addresses. me diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 0c7d24e..261d369 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -220,7 +220,7 @@ void Unit::Update( uint32 p_time ) { // m_CombatTimer set at aura start and it will be freeze until aura removing if ( m_CombatTimer <= p_time ) - ClearInCombat(); + CombatStop(); else m_CombatTimer -= p_time; } this might be not the right place or the best way to fix it, but heres what i got from debug : i had mage and druid in duel, 1)mage starts to cast fireball 2)mages m_attacking is now druid 3)mages m_attacking->AddAttacker(self) 4)druid has m_attacking null cause he is not attacking 5)combat fades (ClearInCombat - flags only) 6)druid casts prowl(yeah he gets AttackStop(); call in Spell::finish but it won't help cause he needs m_attackers delete on self) 7)now we end up having druid with m_attacking==NULL but with not empty m_attackers 8)I don't think mage's m_attacking is also cleared but AttackStop is never called for him 9)bool Unit::isVisibleForOrDetect(Unit const* u, WorldObject const* viewPoint, bool detect, bool inVisibleList, bool is3dDistance) const // If is attacked then stealth is lost, some creature can use stealth too if( !getAttackers().empty() ) return true; there the check fails because m_attackers list was never cleared
  24. Here there's the bug report --> http://getmangos.eu/community/showthread.php?p=53542 BTW thx
  25. Hi commits I'm talking about: [11543] Fixed change form to same (powershifting) https://github.com/mangos/mangos/commit/9b4dcbbc01d65dd9f39c35814025a70daba730e6 [s1261] Added function Object::SendForcedObjectUpdate() https://github.com/mangos-one/server/commit/2654c01b1b25cfb6b9294c61f4cab3920a2e937e The commit in master fixes a problem about shapeshifting, more exact powershifting. This is frequently used by Druids in Cat Form for max dps as it gains 40 energy everytime used. The addressed bug was, that shifting too fast from cat form to caster form and back to cat form made you stuck in cat form but unable to use cat spells. This was fixed by the SendForcedObjectUpdate fix in master. When backporting that patch, one line was left out commented not to be needed for pre 3.x. I'm pretty sure by my research now, that this is not the case. With this line (as in master) the above works just fine. You can test this with the following one-line macro: /cast !Cat Form While in cat form, you should only see a small cloud for a very short time and be back in catform nearly instantly when used, giving you 40 energy (if skilled in feral tree). This does only work if the line is commented in. The original bug discussion took place here : http://getmangos.eu/community/topic/15889/fixedbug-powershifting/ I request to correct the backport as follows: diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index dde1c83..9494f3d 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -2606,7 +2606,7 @@ void Aura::HandleAuraModShapeshift(bool apply, bool Real) target->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT, GetHolder()); // need send to client not form active state, or at re-apply form client go crazy - // target->SendForcedObjectUpdate(); -- not need in pre-3.x + target->SendForcedObjectUpdate(); //-- not need in pre-3.x if (modelid > 0) target->SetDisplayId(modelid);
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