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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 adds "absorb" field to CleanDamage structure, which is used for rage calculation when damage dealt or received is absorbed. * For which repository revision was the patch created? Rev. 10459 * 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=14042&highlight=rage+absorb * Who has been writing this patch? Please include either forum user names or email addresses. me Since 3.1.x absorbed damage (dealt and received) also generates rage and the values are the same as for non-absorbed damage, I tested it by myself (correct me if I'm wrong, pls). Adding field "absorb" is needed to calculate this rage. With this patch rage should be generated from: - white dmg dealt to absorb-shielded target, - any damage taken while being shielded, also... - ... DoT spell damage taken while being shielded (part in SpellAuras.cpp) Also absorbed damage should generate threat. Patch: http://pastebin.com/8Z2uRKb8 Additional patch for threat from absorbs: http://pastebin.com/qjLTEf9F Please test, comment and/or advise me EDIT: Added threat from absorbed damage, thx darkstalker.
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This was already discussed here: http://getmangos.eu/community/showthread.php?2779-[patch]-Delete-A-Strange-Icon-Check-In-Aura-Stack-Check
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Read the first lines here http://getmangos.eu/community/showthread.php?13065-Core-Mods-for-9591&p=107626
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Wojta, for me not igoniring, and master loot in chest-case for me is working . I notify about this post also i saw your version, and i think this always pass for GAMEOBJECT_TYPE_CHEST cuz GetGOInfo()->chest.groupLootRules always return something. You can do experement with 0 and 1, and always you will get group-rules. BTW, DB ( like YTDB and UDB have right DATA in this field)
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Thanks, yes it is. I didn't come across that post when I was trying to sort it out. I have fixed it now, , thanks to MaNGOS support. My build script was unnecessarily complex. I was reconfiguring too much, and it was messing with the changes made in MaNGOS[9219]. Don't laugh this is what I was using up to now, it worked! You will see what I removed. #!/bin/bash autoreconf --install --force #aclocal #autoheader #autoconf #automake --add-missing #automake src/bindings/ScriptDev2/Makefile mkdir /home/mangos/compile/mangos1/objdir mv build.sh /home/mangos/compile/mangos1/objdir mv debug.sh /home/mangos/compile/mangos1/objdir Thanks for your help, how's your project going. Have you sorted out the purchase part yet? Let me know Cheers
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http://getmangos.eu/community/viewtopic.php?id=9794 that thread gave me the idea on what needed to be done, and where it needed to be done at. but the code in the thread is incorrect, permissions set in the account_forcepermission table aren't being used ingame on the listed realm(s). also, you were limited to one forced permission per account even if you had multiple realms code to create the table in your login database with a couple changes to the original one linked above: CREATE TABLE `account_forcepermission` ( `AccountID` int(11) unsigned NOT NULL DEFAULT '0', `realmID` int(3) unsigned NOT NULL DEFAULT '0', `Security` int(3) unsigned NOT NULL DEFAULT '0', `Comment` varchar(32) NOT NULL DEFAULT '', PRIMARY KEY (`AccountID`,`realmID`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1; hope this fulfills the need for ya'll as it does for me *updated for 8971* http://pastebin.org/63648 pasted the updated code into pastebin force_permission.patch fixed: * players getting admin permissions if they don't have a permission forced on the realm * allowed you to not have to set "regular permissions" in the forced permission table for anyone that you've forced a permission for
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Server taken over by op Class
Auntie Mangos replied to Auntie Mangos's topic in OldGeneral discussion
There is one big problem why we cannot help you, even if we would like to: You do not describe the bugs in detail. If you do not tell us WHY a class does too much damage (this is not because they are plate or whatsoever) we can simply not fix that bug. Tell us which talent is doing wrong, how is it doing wrong and how it should work correctly. See also: [Guide] How To Post A Proper Bug Report -
[In dev] Creatures fleeing to get assistance
Auntie Mangos replied to Auntie Mangos's topic in OldCore modifications
DasBlub has modified "other project" solution of this feature http://getmangos.eu/community/viewtopic.php?id=5955 -
[guide] getting mangos + forked branch + updating
Auntie Mangos replied to Auntie Mangos's topic in OldSource code management
Ahh git-fetch is what I was looking for. I didn't understand what it actually does, but now after rereading the guide more carefully I see. Thanks a lot! -
There is a blink patch around that has seen some sucess. It is still in beta however. http://getmangos.eu/community/viewtopic.php?id=659&highlight=blink I have been using this patch on my testserver, with 10 testers, and have seen much less occurrences of falling through the terrain, when useing blink. With v maps and line of sight on There is alot of places (especially in outlands) that you must stand right on top of a mob to attack it. There are many places where mobs will be under the ground so you can only see thir head, or sometimes not at all, thus causing stuck in combat issues. Until these terrain issues are resolved, maybe somone can write a config option, so we can turn v maps off in certain zones ? Like verry buggy un'goro crater. Im not a coder yet or i would.
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Well basically im still creating my pvp system, and i got help with a few things from kerhong here: http://getmangos.eu/community/topic/16565/gethealers-and-getdamagers-functions/ and i really appreciate that, but im not sure how i can access the player pointer of the damagers and healers etc... Because i really wanna reward healers when they heal someone that does a killingblow, to get fair "rewards" while doing some gearup in bgs n shit... Thanks in advance -- LilleCarl
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Try to use search first... http://getmangos.eu/community/showthread.php?12865-Mage-Arcane-Missiles&highlight=Arcane
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There is an entire subforum dedicated to compiling and installing. In fact, it's further down the list than the forum you are posting in now, and it has many, many guides on compiling for different platforms. A list of changes you can find here. Bossfights however are scripted using ScriptDev2, this really is the wrong place to ask about that. On a more offtopic notion: introducing yourself with the message "I'm too lazy to use the search, I want respect, I don't want to have background knowledge and I won't bother posting in the correct section" is, in my opinion, possibly not the best way to do so.
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http://getmangos.eu/community/showthread.php?12456-[9311]-Crash-client
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Divine Aegis and PW:S not stacking fixed in my patch http://getmangos.eu/community/viewtopic.php?id=11641.
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First off thank you much for the work on this project. I really hope you can help me, because I’ve invested some time now researching how to set everything set up and I really feel like it should be happening. Here’s a couple links that came in handy… http://getmangos.eu/community/showpost.php?p=81973&postcount=63 http://www.reaper-x.com/2008/07/02/how-to-compile-mangos-and-scriptdev2-for-windows/ Funny thing is it IS happening, well, most things seem to be anyway. No errors are happening and Mangos tells me the AHBot has loaded so many items of such and such a type every time Mangos starts up. And yet lo and behold, nothing ever shows up in the AH. I can set up manual auctions with this or any account/toon and they all show up fine. I do have the options checked in the conf file to share chat, ah, etc between factions as well… OK, I'll do my best to get you the critical information as requested: MaNGOS version: 8740 64-bit 3rd party patches: None except your AHbot and the latest ScriptDev2. Database used: Project Silvermoon r258 with ScriptDev2 r1484 and AcidScripts 32. Auctionbot SQL tables: http://uploading.com/files/a8b8f22b/auctionhousebot.sql/ Config settings: http://uploading.com/files/293cemcf/mangosd.conf/ Server log output: http://uploading.com/files/3a63371e/_Server.log/ No errors at all in the log. Brand new meticulously hand-made database, new clean mangos compile, all running the most up-to-date code available... And here's the part I really don't get: It seems like everything is working, but again nothing shows up in the AH. I verified I assigned the correct Account/ID settings in the conf file for my AH account/toon. I even made sure and log in with him once before enabling the bot.
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[Help] Implementing Vehicles
Auntie Mangos replied to Auntie Mangos's topic in OldCore modifications
this is what you need: +INSERT INTO `npc_option` (`id`, `gossip_id`, `npcflag`, `icon`, `action`, `box_money`, `coded`, `option_text`, `box_text`) values('51','0','16','0','18','10000000','0','Purchase a Dual Talent Specialization.','Are you sure you wish to purchase a Dual Talent Specialization?'); SQLs added to actual patch post http://getmangos.eu/community/showpost.php?p=89671&postcount=251 -
[fix][dev]Fingers of Frost, Aura 262
Auntie Mangos replied to Auntie Mangos's topic in ... acceptedOld
I found this thread: http://getmangos.eu/community/viewtopic.php?id=6343 But i dont know how to send this opcode to client. I found something like "WorldPacket data(SMSG_AURA_UPDATE);", but i dont know where to add the other data. Can somebody help? EDIT: Maybe i found it, i just need to test it WorldPacket data(SMSG_AURA_UPDATE); data.append(caster->GetPackGUID()); data << uint8(255); data << uint32(GetId()); data << uint8(19); data << uint8(caster->getLevel()); data << uint8(1); data << uint8(0); caster->SendMessageToSet(&data, true); EDIT2: And it works Thanks nos4r2zod... -
Every time your server crashes, IDs are somehow reset.. It is also discussed here: http://getmangos.eu/community/viewtopic.php?id=8964
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What bug does the patch fix? What features does the patch add? fixes damage resist logs sometimes showing remove discrepancies in use of Unit::SendAttackStateUpdate() and Unit::SendSpellNonMeleeDamageLog(), where 'damage' parameter was sometime used for total damage (damage + resisted + absorbed + blocked), sometimes just for actual damage - now it should be used just for real damage fixes enviromental damage not being really resisted/absorbed although there are some resists/absorbs in log For which SubVersion revision was the patch created? 6767 (no GIT, sorry) Is there a thread in the bug report section? If yes, please add a link to the thread. maybe here: http://getmangos.eu/community/viewtopic.php?id=3175 Who has been writing this patch? Please include either forum user names or email addresses. domingo Index: SpellEffects.cpp =================================================================== --- SpellEffects.cpp (revision 6767) +++ SpellEffects.cpp (working copy) @@ -288,9 +288,11 @@ m_caster->CalcAbsorbResist(m_caster,GetSpellSchoolMask(m_spellInfo), SPELL_DIRECT_DAMAGE, damage, &absorb, &resist); - m_caster->SendSpellNonMeleeDamageLog(m_caster, m_spellInfo->Id, damage, GetSpellSchoolMask(m_spellInfo), absorb, resist, false, 0, false); + uint32 realdamage = (damage <= absorb + resist) ? 0 : damage - absorb - resist; + + m_caster->SendSpellNonMeleeDamageLog(m_caster, m_spellInfo->Id, realdamage, GetSpellSchoolMask(m_spellInfo), absorb, resist, false, 0, false); if(m_caster->GetTypeId() == TYPEID_PLAYER) - ((Player*)m_caster)->EnvironmentalDamage(m_caster->GetGUID(),DAMAGE_FIRE,damage); + ((Player*)m_caster)->EnvironmentalDamage(m_caster->GetGUID(),DAMAGE_FIRE,realdamage); } void Spell::EffectSchoolDMG(uint32 effect_idx) @@ -4340,11 +4342,7 @@ m_caster->DoAttackDamage(unitTarget, &eff_damage, &cleanDamage, &blocked_dmg, m_spellSchoolMask, &hitInfo, &victimState, &absorbed_dmg, &resisted_dmg, m_attackType, m_spellInfo, m_IsTriggeredSpell); - if ((hitInfo & nohitMask) && m_attackType != RANGED_ATTACK) // not send ranged miss/etc - m_caster->SendAttackStateUpdate(hitInfo & nohitMask, unitTarget, 1, m_spellSchoolMask, eff_damage, absorbed_dmg, resisted_dmg, VICTIMSTATE_NORMAL, blocked_dmg); - bool criticalhit = (hitInfo & HITINFO_CRITICALHIT); - m_caster->SendSpellNonMeleeDamageLog(unitTarget, m_spellInfo->Id, eff_damage, m_spellSchoolMask, absorbed_dmg, resisted_dmg, false, blocked_dmg, criticalhit); if (eff_damage > (absorbed_dmg + resisted_dmg + blocked_dmg)) { @@ -4356,6 +4354,10 @@ eff_damage = 0; } + if ((hitInfo & nohitMask) && m_attackType != RANGED_ATTACK) // not send ranged miss/etc + m_caster->SendAttackStateUpdate(hitInfo & nohitMask, unitTarget, 1, m_spellSchoolMask, eff_damage, absorbed_dmg, resisted_dmg, VICTIMSTATE_NORMAL, blocked_dmg); + m_caster->SendSpellNonMeleeDamageLog(unitTarget, m_spellInfo->Id, eff_damage, m_spellSchoolMask, absorbed_dmg, resisted_dmg, false, blocked_dmg, criticalhit); + // SPELL_SCHOOL_NORMAL use for weapon-like threat and rage calculation m_caster->DealDamage(unitTarget, eff_damage, &cleanDamage, SPELL_DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, true); Index: Unit.cpp =================================================================== --- Unit.cpp (revision 6767) +++ Unit.cpp (working copy) @@ -1412,7 +1412,7 @@ } //Send resist - SendAttackStateUpdate(HitInfo, pVictim, 1, GetSpellSchoolMask(spellInfo), damage, absorb,resist,VICTIMSTATE_NORMAL,0); + SendAttackStateUpdate(HitInfo, pVictim, 1, GetSpellSchoolMask(spellInfo), 0, absorb,resist,VICTIMSTATE_NORMAL,0); return 0; } @@ -2225,17 +2225,17 @@ if (hitInfo & HITINFO_MISS) //send miss - SendAttackStateUpdate (hitInfo, pVictim, 1, meleeSchoolMask, damage, absorbed_dmg, resisted_dmg, victimState, blocked_dmg); + SendAttackStateUpdate (hitInfo, pVictim, 1, meleeSchoolMask, 0, 0, 0, victimState, 0); else { - //do animation - SendAttackStateUpdate (hitInfo, pVictim, 1, meleeSchoolMask, damage, absorbed_dmg, resisted_dmg, victimState, blocked_dmg); - if (damage > (absorbed_dmg + resisted_dmg + blocked_dmg)) damage -= (absorbed_dmg + resisted_dmg + blocked_dmg); else damage = 0; + //do animation + SendAttackStateUpdate (hitInfo, pVictim, 1, meleeSchoolMask, damage, absorbed_dmg, resisted_dmg, victimState, blocked_dmg); + DealDamage (pVictim, damage, &cleanDamage, DIRECT_DAMAGE, meleeSchoolMask, NULL, true); if(GetTypeId() == TYPEID_PLAYER && pVictim->isAlive()) @@ -4343,7 +4343,7 @@ data.append(target->GetPackGUID()); data.append(GetPackGUID()); data << uint32(SpellID); - data << uint32(Damage-AbsorbedDamage-Resist-Blocked); + data << uint32(Damage); data << uint8(damageSchoolMask); // spell school data << uint32(AbsorbedDamage); // AbsorbedDamage data << uint32(Resist); // resist @@ -4377,15 +4377,15 @@ data << (uint32)HitInfo; data.append(GetPackGUID()); data.append(target->GetPackGUID()); - data << (uint32)(Damage-AbsorbDamage-Resist-BlockedAmount); + data << (uint32)Damage; data << (uint8)SwingType; // count? // for(i = 0; i < SwingType; ++i) data << (uint32)damageSchoolMask; - data << (float)(Damage-AbsorbDamage-Resist-BlockedAmount); + data << (float)Damage; // still need to double check damage - data << (uint32)(Damage-AbsorbDamage-Resist-BlockedAmount); + data << (uint32)Damage; data << (uint32)AbsorbDamage; data << (uint32)Resist; // end loop Index: SpellAuras.cpp =================================================================== --- SpellAuras.cpp (revision 6767) +++ SpellAuras.cpp (working copy) @@ -5639,6 +5639,8 @@ pCaster->CalcAbsorbResist(m_target, GetSpellSchoolMask(GetSpellProto()), DOT, pdamage, &absorb, &resist); + uint32 realdamage = (pdamage <= absorb+resist) ? 0 : pdamage - absorb - resist; + sLog.outDetail("PeriodicTick: %u (TypeId: %u) attacked %u (TypeId: %u) for %u dmg inflicted by %u abs is %u", GetCasterGUID(), GuidHigh2TypeId(GUID_HIPART(GetCasterGUID())), m_target->GetGUIDLow(), m_target->GetTypeId(), pdamage, GetId(),absorb); @@ -5648,7 +5650,7 @@ data << uint32(GetId()); data << uint32(1); data << uint32(m_modifier.m_auraname); - data << (uint32)pdamage; + data << (uint32)realdamage; data << (uint32)GetSpellSchoolMask(GetSpellProto()); // will be mask in 2.4.x data << (uint32)absorb; data << (uint32)resist; @@ -5657,11 +5659,11 @@ Unit* target = m_target; // aura can be deleted in DealDamage SpellEntry const* spellProto = GetSpellProto(); - pCaster->DealDamage(m_target, (pdamage <= absorb+resist) ? 0 : (pdamage-absorb-resist), &cleanDamage, DOT, GetSpellSchoolMask(GetSpellProto()), GetSpellProto(), true); + pCaster->DealDamage(m_target, realdamage, &cleanDamage, DOT, GetSpellSchoolMask(GetSpellProto()), GetSpellProto(), true); // DO NOT ACCESS MEMBERS OF THE AURA FROM NOW ON (DealDamage can delete aura) - pCaster->ProcDamageAndSpell(target, PROC_FLAG_HIT_SPELL, PROC_FLAG_TAKE_DAMAGE, (pdamage <= absorb+resist) ? 0 : (pdamage-absorb-resist), GetSpellSchoolMask(spellProto), spellProto); + pCaster->ProcDamageAndSpell(target, PROC_FLAG_HIT_SPELL, PROC_FLAG_TAKE_DAMAGE, realdamage, GetSpellSchoolMask(spellProto), spellProto); break; } case SPELL_AURA_PERIODIC_LEECH: @@ -5757,6 +5759,8 @@ pCaster->CalcAbsorbResist(m_target, GetSpellSchoolMask(GetSpellProto()), DOT, pdamage, &absorb, &resist); + pdamage = (pdamage <= absorb+resist) ? 0 : pdamage - absorb - resist; + if(m_target->GetHealth() < pdamage) pdamage = uint32(m_target->GetHealth()); @@ -5765,12 +5769,11 @@ pCaster->SendSpellNonMeleeDamageLog(m_target, GetId(), pdamage, GetSpellSchoolMask(GetSpellProto()), absorb, resist, false, 0); - Unit* target = m_target; // aura can be deleted in DealDamage SpellEntry const* spellProto = GetSpellProto(); float multiplier = spellProto->EffectMultipleValue[GetEffIndex()] > 0 ? spellProto->EffectMultipleValue[GetEffIndex()] : 1; - uint32 new_damage = pCaster->DealDamage(m_target, (pdamage <= absorb+resist) ? 0 : (pdamage-absorb-resist), &cleanDamage, DOT, GetSpellSchoolMask(GetSpellProto()), GetSpellProto(), false); + uint32 new_damage = pCaster->DealDamage(m_target, pdamage, &cleanDamage, DOT, GetSpellSchoolMask(GetSpellProto()), GetSpellProto(), false); // DO NOT ACCESS MEMBERS OF THE AURA FROM NOW ON (DealDamage can delete aura) something of this is already fixed in procflag patch - but afaik not DoTs, leechs and environmental damage
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What bug does the patch fix? What features does the patch add? Resilience reduce amount of mana drained or burned by mana draining effects. For which SubVersion revision was the patch created? 5806 Is there a thread in the bug report section? If yes, please add a link to the thread. http://getmangos.eu/community/viewtopic.php?id=24702 Who has been writing this patch? Please include either forum user names or email addresses. Arthorius pastebin
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http://getmangos.eu/community/showthread.php?11659-[crash]-_chkstk-again&p=98296&viewfull=1#post98296
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So I am trying to create my MaNGOS server. Everything is going great, how ever I can not get the SD query's to go, the sql files in my "ScriptDevSource" Folders, according to http://getmangos.eu/community/viewtopic.php?id=7318 I am supposed to open the SQL's in the "ScriptDevSource" Folder in notepad, paste it into the query window and execute it. I try to execute but it wont change any tables? According to SQLYog... 0 row(s) affected Execution Time : 00:00:00:000 Transfer Time : 00:00:00:000 Total Time : 00:00:00:000 --------------------------------------------------- 0 row(s) affected Execution Time : 00:00:00:078 Transfer Time : 00:00:00:000 Total Time : 00:00:00:078 --------------------------------------------------- 0 row(s) affected Execution Time : 00:00:00:000 Transfer Time : 00:00:00:000 Total Time : 00:00:00:000 --------------------------------------------------- 0 row(s) affected Execution Time : 00:00:00:078 Transfer Time : 00:00:00:000 Total Time : 00:00:00:078 --------------------------------------------------- 0 row(s) affected Execution Time : 00:00:00:000 Transfer Time : 00:00:00:000 Total Time : 00:00:00:000 --------------------------------------------------- 0 row(s) affected Execution Time : 00:00:00:062 Transfer Time : 00:00:00:000 Total Time : 00:00:00:062 --------------------------------------------------- 0 row(s) affected Execution Time : 00:00:00:000 Transfer Time : 00:00:00:000 Total Time : 00:00:00:000 --------------------------------------------------- 0 row(s) affected Execution Time : 00:00:00:063 Transfer Time : 00:00:00:000 Total Time : 00:00:00:063 --------------------------------------------------- 0 row(s) affected Execution Time : 00:00:00:000 Transfer Time : 00:00:00:000 Total Time : 00:00:00:000 --------------------------------------------------- 0 row(s) affected Execution Time : 00:00:00:062 Transfer Time : 00:00:00:000 Total Time : 00:00:00:062 ---------------------------------------------------
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