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I use this tutorial http://getmangos.eu/community/showthread.php?7318-Guide-Mangos-Windows-Setup and scriptdev2 does not start .. Help me ..
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YEAH IT ALL WORK NOW!!! I wish i could delete all my previous post here to clean this topic So to whoevers looking how to install this, here you go: PART 24 - ADD-ON: AUCTION HOUSE ** This patch modifies the core so it populates the auction houses with items. It makes the game feel a bit more like official. Items and prices are chosen randomly based on the parameters you define. If an auction expires, auctions are deleted quietly. If the auction sells, you *can* get the in-game mail for that item. ** Information http://getmangos.eu/community/showthread.php?8386-%5bPATCH%5d-AuctionHouse-Bot&highlight=auction ** Download http://skinlayers.net/patches-mangos/ ** If you’ve installed the Add-On while installing your server, you’ll only need to do AHBot Part 3 – Creating the Account and then change the Account and GUID numbers in the Mangos.Conf ** AHBot Part 1 – Auction House Patch – Require the software to be re-compile • Create the folders C:\\Mangos\\Addon\\AHBot and put your patch file there • Right click on C:\\Mangos and choose “Git Bash Here” • You will need to test the patch to make sure your not going to run into trouble, type the following command replacing the X number with the number of the file located at the specified path: git apply --check Addon/AHBot/mangos-XXXX-ahbot.patch • If the patch did not encountered any trouble, you can continue to the next point • Type the following command replacing the X number with the number of the file located at the specified path: git apply Addon/AuctionHouse/mangos-ahbot-XXXX.patch • Close the GIT Bash window when its done ** The next step will required to re-compile mangos. If you’re thinking to add more addons wich need to re-compile mangos as well, perhaps it will save you time to take the appropriate action on each add-ons until a re-compile is required • Rebuild Mangos (See PART 8 - Compiling and PART 9 - Installing Mangos) ** Choose to replace the files in your C:\\Mangos ** AHBot Part 2 – Adding the SQL code in the Database • Add the C:\\Mangos\\sql\\characters_auctionhousebot.sql and then the C:\\Mangos\\sql\\characters_auctionhousebot_update.sql to your characters database (See PART 15 - Updating your Database with SQL Files) ** AHBot Part 3 – Creating the Account • Create a new account named “Addon” with a password of your chosen. (See PART 22 - Console Commands) • Login to the server with your World of Warcraft Client and create a character witch you are going to use as the auction house bot character. Lets name it “AuctionHouse” ** This character will be the auctions' owner for all the items created by the bot. • Enter the game with this character for it to receive its game settings. • Then you can logout • Open SQLyog and connect to your database • Select the realmd database and open the “Account” table. • Note the account number for the character having “Addon” as user name. ** You may want to disable the 4 defaults account. Just put a 1 in the “locked” columns for theses. i guess they aren't beiing use by saying so... • Select the characters database and open the “characters” table. Knowing the account number, you’ll be able to note the character's GUID. • Close SQLyog ** AHBot Part 4 – Tuning the Mangos.conf ** Take note that if you’re installing this Add-on apart from your server installation, the C:\\Mangos\\src\\Mangosd\\Mangosd.conf.dist.in will be modified and it would be best to copy that file as the new C:\\Mangos\\Mangos.conf. Of course you will need to put back your settings • Tune up theses settings in your C:\\Mangos\\Mangos.conf file: ** If the settings are missing, insert them at the end of your config file AuctionHouseBot.EnableSeller = 1 AuctionHouseBot.EnableBuyer = 1 AuctionHouseBot.Account = 0 AuctionHouseBot.GUID = 0 AuctionHouseBot.VendorItems = 1 AuctionHouseBot.LootItems = 1 AuctionHouseBot.OtherItems = 1 AuctionHouseBot.No_Bind = 1 AuctionHouseBot.Bind_When_Picked_Up = 0 AuctionHouseBot.Bind_When_Equipped = 1 AuctionHouseBot.Bind_When_Use = 1 AuctionHouseBot.Bind_Quest_Item = 0 AuctionHouseBot.ItemsPerCycle = 500 AuctionHouseBot.UseBuyPriceForSeller = 0 AuctionHouseBot.UseBuyPriceForBuyer = 0 # AuctionHouseBot.Account is the account number (in realmd->account table) of the player you want to run as the auction bot. Note: a value of 0 will disable the bot # AuctionHouseBot.GUID is the GUID (in mangos->character table) of the player you want to run as the auction bot. Note: a value of 0 will disable the bot • Change this other setting in your C:\\Mangos\\Mangos.conf file: AllowTwoSide.Interaction.Auction = 1 ** AHBot Part 5 – Tuning the SQL Database • Connect to your SQL Server with SQLyog • Select your Characters Database on the left and go in your “AuctionHouseBot” table in the “Table Data” section • Here are the settings you need to change to your convenience for each auction house (Alliance, Horde, Neutral) a) The minimum (minitems) and maximum (maxitems) items in each auction house Default value Minitems = 0 Maxitems = 0 ** You won’t have any item’s in the auction house if you don’t change it ** If you put too many item’s, depending on your machine, it might take time to login to the server b) The minimum (mintime) and maximum (maxtime) number of hours for an auction Default value Mintime = 8 Maxtime = 24 c) The percentage of the auction items that should be trade goods and items of the mention quality. A value of 0 will disable. All 16 combined should give a total of 100 Default Value PercentGreyTradeGoods = 0 PercentGreyItems = 0 PercentWhiteTradeGoods = 27 PercentWhiteItems = 10 PercentGreenTradeGoods = 12 PercentGreenItems = 30 PercentBlueTradeGoods = 10 PercentBlueItems = 8 PercentPurpleTradeGoods = 1 PercentPurpleItems = 2 PercentOrangeTradeGoods = 0 PercentOrangeItems = 0 PercentYellowTradeGoods = 0 PercentYellowItems = 0 d) MinPrice and MaxPrise are the minimum and maximum price adjustment for the mention type of items. For example, let say a minimum of 150, which means 150%. So if an item vendors for 1g it would go to auction for a minimum of 1.5g. Default Value MinPriceGrey = 100 MaxPriceGrey = 150 MinPriceWhite = 150 MaxPriceWhite = 250 MinPriceGreen = 800 MaxPriceGreen = 1400 MinPriceBlue = 1250 MaxPriceBlue = 1750 MinPricePurple = 2250 MaxPricePurple = 4550 MinPriceOrange = 3250 MaxPriceOrange = 5550 MinPriceYellow = 5250 MaxPriceYellow = 6550 e) MinBidPrice and MaxBidPrice are the starting and ending bid as a percent of the buyout price. For example, if this value is 50 and the buyout price is randomly chosen to be 1g, then the bid price will be 50s. Default Value MinBidPriceGrey = 70 MaxBidPriceGrey = 100 MinBidPriceWhite = 70 MaxBidPriceWhite = 100 MinBidPriceGreen = 80 MaxBidPriceGreen = 100 MinBidPriceBlue = 75 MaxBidPriceBlue = 100 MinBidPricePurple = 80 MaxBidPricePurple = 100 MinBidPriceOrange = 80 MaxBidPriceOrange = 100 MinBidPriceYellow = 80 MaxBidPriceYellow = 100 f) MaxStack is maximum stack size to create for this quality type. A value of zero will disable the maximum stack size for this quality allowing the bot to create stacks (of random size) of items as big as the item type allows. Default Value MaxStackGrey = 0 BuyerPriceGrey = 1 MaxStackWhite = 0 BuyerPriceWhite = 1 MaxStackGreen = 3 BuyerPriceGreen = 5 MaxStackBlue = 2 BuyerPriceBlue = 12 MaxStackPurple = 1 BuyerPricePurple = 15 MaxStackOrange = 1 BuyerPriceOrange = 20 MaxStackYellow = 1 BuyerPriceYellow = 22 g) BuyerBiddingInterval Default value BuyerBiddingInterval = 1 BuyerBidsPerInterval = 1
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Yes, it will be updated shortly. I know the existing code is compatible with MaNGOS [9147], just a small change to PlayerbotAI.cpp. Search for the occurance (Two occurances) of MOVEMENTFLAG_FLYING2 and change it to MOVEMENTFLAG_FLYING. The code will then compile without issue. It won't be long before I push the merge. Oh, yes there is still one other change in ChatHandler.cpp. I have explained fully in my #510 post on this thread. Cheers
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* What bug does the patch fix? What features does the patch add? This implements aura 305 (minimum movement speed) used by the spell Ghost Wolf. While under its effect the player doesn't move below a certain speed (100% in this case) when affected by slows. Also includes shapeshift boost and stacking rule to make it work. * For which repository revision was the patch created? 8734 * Is there a thread in the bug report section or at lighthouse? http://getmangos.eu/community/viewtopic.php?id=10662 * Who has been writing this patch? Please include either forum user names or email addresses. darkstalker diff --git a/src/game/SpellAuraDefines.h b/src/game/SpellAuraDefines.h index 3ccdb1e..9ab4612 100644 --- a/src/game/SpellAuraDefines.h +++ b/src/game/SpellAuraDefines.h @@ -347,7 +347,7 @@ enum AuraType SPELL_AURA_302 = 302, SPELL_AURA_303 = 303, SPELL_AURA_304 = 304, - SPELL_AURA_305 = 305, + SPELL_AURA_MOD_MINIMUM_SPEED = 305, SPELL_AURA_306 = 306, TOTAL_AURAS = 307 }; diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index 582946a..77538dc 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -355,7 +355,7 @@ pAuraHandler AuraHandler[TOTAL_AURAS]= &Aura::HandleUnused, //302 unused (3.2.2a) &Aura::HandleNULL, //303 17 spells &Aura::HandleNULL, //304 2 spells (alcohol effect?) - &Aura::HandleNULL, //305 2 spells + &Aura::HandleAuraModIncreaseSpeed, //305 SPELL_AURA_MOD_MINIMUM_SPEED &Aura::HandleNULL //306 1 spell }; @@ -5599,6 +5599,8 @@ void Aura::HandleShapeshiftBoosts(bool apply) ((Player*)m_target)->RemoveSpellCooldown(49868); break; case FORM_GHOSTWOLF: + spellId1 = 67116; + break; case FORM_AMBIENT: case FORM_GHOUL: case FORM_STEALTH: diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp index 75e07ff..688c534 100644 --- a/src/game/SpellMgr.cpp +++ b/src/game/SpellMgr.cpp @@ -1658,6 +1658,10 @@ bool SpellMgr::IsNoStackSpellDueToSpell(uint32 spellId_1, uint32 spellId_2) cons if( spellInfo_1->SpellIconID==220 && spellInfo_2->SpellIconID==220 && spellInfo_1->SpellFamilyFlags != spellInfo_2->SpellFamilyFlags ) return false; + + // Ghost Wolf + if (spellInfo_1->SpellIconID == 67 && spellInfo_2->SpellIconID == 67) + return false; } // Bloodlust and Bloodthirst (multi-family check) if( spellInfo_1->Id == 2825 && spellInfo_2->SpellIconID == 38 && spellInfo_2->SpellVisual[0] == 0 ) diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index a282c96..3cea7aa 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -10063,7 +10063,12 @@ void Unit::UpdateSpeed(UnitMoveType mtype, bool forced) // Apply strongest slow aura mod to speed int32 slow = GetMaxNegativeAuraModifier(SPELL_AURA_MOD_DECREASE_SPEED); if (slow) + { speed *=(100.0f + slow)/100.0f; + float min_speed = (float)GetMaxPositiveAuraModifier(SPELL_AURA_MOD_MINIMUM_SPEED) / 100.0f; + if (speed < min_speed) + speed = min_speed; + } SetSpeed(mtype, speed, forced); }
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This is really a interesting thread FragFrog because Stability is in my opinion a target of a MMORPG server. Threads like http://getmangos.eu/community/viewtopic.php?id=10216 , http://getmangos.eu/community/viewtopic.php?id=10642 or http://getmangos.eu/community/viewtopic.php?id=8896 show that a lot of users got "custom patches" or "stability patches" to increase the uptime but most of them aren't sharing the patches here. I personally can only suggest to use a clean Linux system and a dedicated MySQL server (Try to cache most parts of the database). That together with a 1year~ old Mangos (Mtmaps) revision gives you high stability and less lags but it also needs a lot of resources and got tons of exploits. (You can fix a lot manually but that is quite annoying and doesn't supports the project at all) Here seems to be also a hacky fix http://getmangos.eu/community/viewtopic.php?id=10661 (Removing another assert ) I look forward to collect some useful informations here
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changed it. thx for the correction. also thx to miebaik for making it as one query. for why its not working correctly for some spells: the bonus ap calculation is completly missing for SchoolDmg Effect. Fix for it wich is also reviewed atm: [patch/dev] bonus damage handling
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What bug does the patch fix? What features does the patch add? Elixir and flask issue here: http://getmangos.eu/community/viewtopic.php?id=5381 Who has been writing this patch? Please include either forum user names or email addresses. Turk3y For which repository revision was the patch created? 7041 There is a Typo in spellmgr.cpp Line ~ 2307. statement returns true. Should return 0; [url="http://filebeam.com/7c526e555b75ea2a9532a7fbe118b387"][color=#808080][/color][/url] 2 [/color][/size]2[/color][/size]2 change to: 2 [/color][/size]2[/color][/size]2 patch file: http://filebeam.com/7c526e555b75ea2a9532a7fbe118b387 ~Turk3y
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here is the solution. It includes a new folder which contains the good version of openssl, you don't need to have it installed then. http://getmangos.eu/community/viewtopic.php?id=14530
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Now, when I think about it: You mean the bug, that you can not cast mind flay on low level targets? I already tried this here: http://getmangos.eu/community/showthread.php?9246-[fix]-isPositiveEffect-periodic-triggering-auras (you can at least read about the problem there ) There was also a core patch as you can read. Don't know anymore what it really did one more. Maybe I should investigate that one more. But at least I know the this Problem was quite wired :-/
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Fixed it I used this: http://getmangos.eu/community/showthread.php?4276-FAQ-Solutions-to-common-GIT-problems&p=50346&viewfull=1#post50346
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topic you linked is wrong... AFAIK miss chance for lvl 83 bosses is from 8% to 15% according to offi
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[Help] Implementing Vehicles
Auntie Mangos replied to Auntie Mangos's topic in OldCore modifications
dr.greenthumb: you forgot to add semicolon ( ; ) at the end of first INSERT -
Mangos Version: 7739 Custom Patches: None SD2 Version: None Database Name and Version : None How it SHOULD work: Compile without Errors How it DOES work: Compile with Errors Posted this earlier in the Bug section without receving any negative comments. Posting here for review by dev team. Ref: http://getmangos.eu/community/viewtopic.php?id=7742 Command Output for GCC/Kernel [root@localhost ~]# uname -a Linux localhost.localdomain 2.6.29.1-111.fc11.x86_64 #1 SMP Fri Apr 24 10:57:09 EDT 2009 x86_64 x86_64 x86_64 GNU/Linux [root@localhost ~]# yum list | grep ^gcc gcc.x86_64 4.4.0-3 installed gcc-c++.x86_64 4.4.0-3 installed gcc-gfortran.x86_64 4.4.0-3 installed gcc-gnat.x86_64 4.4.0-3 rawhide gcc-java.x86_64 4.4.0-3 rawhide gcc-objc.x86_64 4.4.0-3 rawhide gcc-objc++.x86_64 4.4.0-3 rawhide [root@localhost ~]# gcc -v Using built-in specs. Target: x86_64-redhat-linux Configured with: ../configure --prefix=/usr --mandir=/usr/share/man --infodir=/usr/share/info --with-bugurl=http://bugzilla.redhat.com/bugzilla --enable-bootstrap --enable-shared --enable-threads=posix --enable-checking=release --with-system-zlib --enable-__cxa_atexit --disable-libunwind-exceptions --enable-languages=c,c++,objc,obj-c++,java,fortran,ada --enable-java-awt=gtk --disable-dssi --enable-plugin --with-java-home=/usr/lib/jvm/java-1.5.0-gcj-1.5.0.0/jre --enable-libgcj-multifile --enable-java-maintainer-mode --with-ecj-jar=/usr/share/java/eclipse-ecj.jar --disable-libjava-multilib --with-ppl --with-cloog --with-tune=generic --with-arch_32=i586 --build=x86_64-redhat-linux Thread model: posix gcc version 4.4.0 20090427 (Red Hat 4.4.0-3) (GCC) The patch i created to get mangos to compile from clean git diff --git a/dep/src/sockets/SocketHandler.cpp b/dep/src/sockets/SocketHandler.cpp index 9ec5412..64a0d9f 100644 --- a/dep/src/sockets/SocketHandler.cpp +++ b/dep/src/sockets/SocketHandler.cpp @@ -32,6 +32,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #pragma warning(disable:4786) #endif #endif +#include <cstdio> #include <stdlib.h> #include <errno.h> diff --git a/dep/src/sockets/StdoutLog.cpp b/dep/src/sockets/StdoutLog.cpp index c01d8b8..190c65b 100644 --- a/dep/src/sockets/StdoutLog.cpp +++ b/dep/src/sockets/StdoutLog.cpp @@ -30,6 +30,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #ifdef _MSC_VER #pragma warning(disable:4786) #endif +#include <cstdio> #include "ISocketHandler.h" #include "Socket.h" #include "StdoutLog.h" diff --git a/dep/src/sockets/TcpSocket.cpp b/dep/src/sockets/TcpSocket.cpp index 36df37d..75d307f 100644 --- a/dep/src/sockets/TcpSocket.cpp +++ b/dep/src/sockets/TcpSocket.cpp @@ -35,6 +35,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #else #include <errno.h> #endif +#include <cstdio> #include "ISocketHandler.h" #include <fcntl.h> #include <assert.h> diff --git a/src/shared/vmap/CoordModelMapping.h b/src/shared/vmap/CoordModelMapping.h index 71b5163..32b8b1c 100644 --- a/src/shared/vmap/CoordModelMapping.h +++ b/src/shared/vmap/CoordModelMapping.h @@ -19,6 +19,7 @@ #ifndef _COORDMODELMAPPING_H_ #define _COORDMODELMAPPING_H_ +#include <cstdio> #include <G3D/Table.h> #include <G3D/Array.h> diff --git a/src/shared/vmap/DebugCmdLogger.h b/src/shared/vmap/DebugCmdLogger.h index b9cc05c..6a2bf1e 100644 --- a/src/shared/vmap/DebugCmdLogger.h +++ b/src/shared/vmap/DebugCmdLogger.h @@ -19,6 +19,7 @@ #ifndef _DEBUGCMDLOGGER_H #define _DEBUGCMDLOGGER_H +#include <cstdio> #include <G3D/Vector3.h> #include <G3D/Array.h>
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Hello, I have been writing this patch for some days now, but I face a problem I can't debug. How is it supposed to work: * Most humanoid creature will flee to get assistance if any around * Assisting mobs come attack you after 1.5 seconds * Caller stay near point he asked for help for 2 seconds zoning confused * Caller must return to combat walking * Any assistant can do the same 1 time and carry back more mobs. What works: * Creatures flee properly at <15% health and go to nearest same mobs * Assistants are coming back to attack you after 1.5 seconds * Any assistant can also flee for more assistance when < 15% health What works not offlike: * Assistance asker returns to attack (with a hack) running right after calling assistance (should be 2 seconds in Confused mode and return to combat walking). What does not work: * Not called code written: another move generator for the caller that does nothing for the moment except waiting some time before the caller return to combat, but it never return to combat if used (also I use same return hack). Caller just go back to spawnpoint walking. MotionMaster is bugged it seams. The more you add Move Generators one after the others, the less Finalize calls for new Movement Generators work. Here the patch I stop until someone can find the problem, I lost enough time on it myself without success. Edit: Removed since a working patch is now done To select the mobs able to flee to get assistance, I did add flag 256 to flags_extra in creature_template, so you can test this patch by running this query that set this for all humanoids mobs. UPDATE creature_template SET flags_extra=flags_extra | 256 WHERE type=7; About the problems: Instead of the hack Unit *victim = unit.getVictim(); unit.AttackStop(true); unit.Attack(victim, true); This SHOULD work: unit.GetMotionMaster()->MoveChase(unit.getVictim()); Even ((Creature*)&unit)->AI()->AttackStart(victim); does not work, I need to use: unit.Attack(victim, true); I am ready to finish this patch once someone finds the bug. Instead of the Distract MovementGenerator specialization, I plan to a specialize a timed Confuse one for an exactly offlike result. Edit: please see http://getmangos.eu/community/showpost.php?p=64864&postcount=17 problems solved Good luck.
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mangos-0.12 7290 sd812 UDB365 +procflag +mtmaps +few of custom fixes by KAPATEJIb Debian OS most of crashes (80%) on my server became from undismissed mini-pets when leaving/reseting instanced maps, summoned by both players or NPCs. It was reported by Higi. Facing lack of C++ knowledge I managed to handle most frequent cases by ACID scripts (force evade in certain circustances), but it is not the way it should be done. last lines in server.log:
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* What bug does the patch fix? What features does the patch add? This removes the 600 percent threat mod for some spells in DK's talent "Improved Frost Presence". If a character had skilled this talent, threat mod was also applied in Blood and Unholy Presence. Improved Frost Presence * For which repository revision was the patch created? 10951 * Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. We talked about that in my threat multiplier topic. Read from here: http://getmangos.eu/community/post/130260/#p130260 * Who has been writing this patch? Please include either forum user names or email addresses. Me. Thanks to Lynx3d and Vladimir for hints and explainations. Commit: https://github.com/x3n/mangos/commit/27a57f9840973e65d71fe15aa6d6104dfde4dbac
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kero patch - is only improvement communication MaNGOS with database (for mtmaps). mtmaps - without this patch your server can have limit players to 300-400 (?). With this patch your mangos working on multi-thread. This will allow set playerlimit on 1200-2000. Without any lag. If you would apply patch to your core, You should check this topic: http://getmangos.eu/community/topic/15714/patch-multithreaded-packet-processing/
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Hi, let me introduce myself, I'm Maximiliano, from Argentina. I joined mangos forum community as a result of trying to install my own server. I'll promise to do my best for you to understand my english. Well, I've this problems while updating my SQL Database: (I'm following this guide: http://getmangos.eu/community/viewtopic.php?id=7318 and I've also read this guide, part 10, 15: http://getmangos.eu/community/viewtopic.php?id=13121) I'm using the following versions: -Mangos 0.17 -MySQL 5.1.50 I've downloaded UDB package: UDB_0.12.0_mangos_9582_SD2_1639, and I have no problems up to that. But when I try to update "mangos" DB with mangos_scriptname_full.sql, I have this error: scripted_areatrigger table doesn't exists. So I looked for it in the mangos DB and as a result I found areatrigger_scripts table. I thought it must be the same table, so I replaced "scripted_areatrigger" for "areatrigger_scripts" in the mangos_scriptname_full.sql file. After that, I've no problems updating my database till I checked my DBs versions: -character_db_version: required_7644_01_characters_character_pet. -mangos: db_version: *Version: UDB 0.12.0 (388) for MaNGOS 9582 with SD2 SQL for rev. 1639 *creature_ai_version: ACID 3.0.3 - Full Release for Mangos (3.3.0a Client) *cache_id: 388 *required_9539_01_mangos_spell_bonus_data -realmd_db_version: required_7546_02_realmd -scriptdev2: Version: ScriptDev2 (for MaNGOS 10449+) The main problem is that I can't find some UDB updates either for 7644 character DB or for realmd 7546 DB version. So, what would you recommend me to do? 1. Should I rename areatrigger_scripts table? 2. What can I do to update my DBs? 3. Could you tell me what are the most recent versions of the DB's (UDB)? Let me thank you in advance. Maxy
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Indeed, what DasBlub said. Some intel here: http://getmangos.eu/community/viewtopic.php?id=10656
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What bug does the patch fix? What features does the patch add? Exorcism cannot be casted on players and must be always critical hit when casted on a demon or undead target. For which repository revision was the patch created? 8165 Who has been writing this patch? Me Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. Something like http://getmangos.eu/community/viewtopic.php?id=8710 Link
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What bug does the patch fix? What features does the patch add? it should fix shattered barrier talent For which repository revision was the patch created? 8064 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/showt...ttered+barrier Who has been writing this patch? Please include either forum user names or email addresses. that would be me The idea i get from pasdVn and his rapture patch thx diff --git a/SpellAuras.cpp b/SpellAuras2.cpp index 442da50..b04ff4e 100644 --- a/SpellAuras.cpp +++ b/SpellAuras2.cpp @@ -5779,6 +5779,27 @@ void Aura::HandleSchoolAbsorb(bool apply, bool Real) } } } + + if (!apply && caster && + //Ice Barrier + m_spellProto->SpellFamilyName == SPELLFAMILY_MAGE && m_spellProto->Mechanic == MECHANIC_SHIELD && + m_spellProto->SpellIconID == 32 && + // completely absorbed or dispelled + ((m_removeMode == AURA_REMOVE_BY_DEFAULT && !m_modifier.m_amount) || m_removeMode == AURA_REMOVE_BY_DISPEL)) + { + Unit::AuraList const& vDummyAuras = caster->GetAurasByType(SPELL_AURA_DUMMY); + for(Unit::AuraList::const_iterator itr = vDummyAuras.begin(); itr != vDummyAuras.end(); itr++) + { + SpellEntry const* vSpell = (*itr)->GetSpellProto(); + + // Shattered Barrier + if(vSpell->SpellFamilyName == SPELLFAMILY_MAGE && vSpell->SpellIconID == 2945) + { + caster->CastSpell(caster, 55080, true); + break; + } + } + } } void Aura::PeriodicTick()
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Uhm use search^^ There is a custom patch to make certain areas sanctuaries, so no pvp would be possible. Seems like you only have to insert the zones of ganklethorn vale to make it work: http://getmangos.eu/community/viewtopic.php?id=22237
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fabian, I have not any error for latest rev. Just merge one place where try added line original mangos source and this patch. No any replace that you post in 318 and compile without error...
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Started a long time ago look here
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