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Auntie Mangos

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Everything posted by Auntie Mangos

  1. Thank you very much for all involved Mikko,Gotisch,Lynx3d,Faramir118 and aspecialy to Schmoozerd for finally pushing this wagon few last steps! Thanks to all the testers, namely Undergarun for adopting early and sticking with us; providing invaluable benchmarks/test results. PS: just posting something silly so it wont get forgotten; follow the comments : https://github.com/faramir118/mangos/commit/53ed5f371e887039902547ea680a1375219232e4 and https://gist.github.com/1678609 Edit by Schmoo: Also worth to not forget: - http://getmangos.eu/community/post/141107/#p141107 - http://getmangos.eu/community/post/141028/#p141028
  2. Hi Syenet, In order for me to troubleshoot this issue, I need some information from you? Can you describe your system more (i.e MaNGOS version, which repo are you getting playerbot from and any other mods installed). Can you describe your raid group (i.e 1 player and 9 bots or any other combination). I have briefly looked at your crash dump. This is what currently runs on my box; MaNGOS[11106], playerbot from https://github.com/blueboy/portal, ahbot[Naiscisum] from https://github.com/blueboy/ahbot, Move Maps [faramir118 & Team], vellums [Lynx3d] patch. I have searched my code for the keyword _Tset_traits and found nothing. I suspect something else is causing the crash. The 'Unknown' name issue is an annoyance that very occasionally occurs and is not caused by playerbot. I thought this issue had been resolved in the core as I have not seen it for a long time. A dirty fix for this is to logout, delete your client cache, and then login again. If it occurs regularly on your server, try building the server without playerbot to check this out (In the past, summoned creatures for Warlocks and Hunters have had 'Unknown' names).http://getmangos.eu/community/viewtopic.php?id=14049 Please get back to me
  3. What bug does the patch fix? What features does the patch add? Now there is the possibility that Shadow Bolt and Drain Soul reset Corruption. For which repository revision was the patch created? 10154 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?9890-Everlasting-Affliction&highlight=Everlasting+Affliction Who has been writing this patch? Please include either forum user names or email addresses. me BUG: the damage of corruption is not increased http://paste2.org/p/905313<- the change I think that it may be more elegant. Shorter. I think in this direction: if ((m_spellInfo->SpellFamilyFlags & UI64LIT(0x00004000000000)) && m_spellInfo->SpellIconID==2128) I have no idea what this means. Can one tell me what that means? How can I increase damage of corruption? I am open to a lot of advices, because it is my first real fix. EDIT: SQL FIX (very elegant) UPDATE `spell_proc_event` SET `SpellFamilyMask0`='16393' WHERE (`entry`='47201')
  4. Right after I made that patch I found that NetSky did it in more elegant way in more appropriate place: link. Look, no enumerations, no hardcoded values, clean and beautiful. Here is his work updated to latest revision [10064], haven't tested work though, just compilation: diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 22d0767..9b98432 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -11481,6 +11481,37 @@ else duration = minduration; + if (unitPlayer && target == this) + { + switch(spellProto->SpellFamilyName) + { + case SPELLFAMILY_DRUID: + if (spellProto->SpellFamilyFlags & UI64LIT(0x100)) + { + // Glyph of Thorns + if (Aura *aur = GetAura(57862, EFFECT_INDEX_0)) + duration += aur->GetModifier()->m_amount * MINUTE * IN_MILLISECONDS; + } + break; + case SPELLFAMILY_PALADIN: + if (spellProto->SpellIconID == 298 && spellProto->SpellFamilyFlags & UI64LIT(0x00000002)) + { + // Glyph of Blessing of Might + if (Aura *aur = GetAura(57958, EFFECT_INDEX_0)) + duration += aur->GetModifier()->m_amount * MINUTE * IN_MILLISECONDS; + } + else if (spellProto->SpellIconID == 306 && spellProto->SpellFamilyFlags & UI64LIT(0x00010000)) + { + // Glyph of Blessing of Wisdom + if (Aura *aur = GetAura(57979, EFFECT_INDEX_0)) + duration += aur->GetModifier()->m_amount * MINUTE * IN_MILLISECONDS; + } + break; + default: + break; + } + } + if (duration > 0) { int32 mechanic = GetEffectMechanic(spellProto, effect_index); @@ -13751,4 +13782,4 @@ ++m_castCounter; return true; -} \\ No newline at end of file +}
  5. 1 MaNGOS 127.0.0.1 8085 1 0 1 0 0 I'm not in front of my database but if your last value is 0, i guess thats may be of a problem... the "Build" number shouldn't be 0 ... When you've just setup your server its either empty or 0...i don't remmember, but when your gonna launch your mangos.exe while realmd.exe will be up, the build will be generated.... are you french? because you should say "everything works" not "everything functions" as the french work "fonctionne".... I would suggest that you start first by launching a world of warcraft client on your own server if possible to see if that one also see's it as offline.... at least this will perhaps help figure it out where the problem comes from ... http://getmangos.eu/community/showthread.php?13121-World-of-Warcraft-Server-for-Windows-Installation-Guide Part 18 is how i did it
  6. Had not gone that far back yet, thank you - we just did a core update from 8719 (0.12) tot 9358 (0.12) and I figured one of the sixhundred or so commits between them caused this, but it was a bit hard to pinpoint the exact one Will see if I can find the problem, or wait for one of the dev-gods to fix it //edit Can't blame the devvers for not finding a fix - it's one tough cookie to solve. For now reverting that commit seems to work (patch) and I somewhat doubt we'll ever see a real fix - data files are simply too different for WotLK spell aura handling to work on TBC if I'm any judge.
  7. bump + http://getmangos.eu/community/showthread.php?11954-Entrapment-[Hunter]&highlight=Entrapment
  8. It's not visible at first time. Shifting in and out cat form doesn't show the issue as long as you didn't use your energy. Burn your cat energy, to be nearly depleted (around 0 ). Shift out, shift back in cat form : with the 9040 change, you get back to furor max energy allowed, while you should have been to 0+some energy gain relative to the time spend after the last cast attack, whatever the form you are. The logic for this patch was correct (linky)
  9. 2 - Fixes the bug that the two mage talents Hot Streak and Firestarter do not stack. 2 - 7359 2 - http://getmangos.eu/community/viewtopic.php?id=6655 diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp index 89e8860..01b8f7f 100644 --- a/src/game/SpellMgr.cpp +++ b/src/game/SpellMgr.cpp @@ -1238,6 +1238,9 @@ bool SpellMgr::IsNoStackSpellDueToSpell(uint32 spellId_1, uint32 spellId_2) cons if( spellInfo_1->Id == 11129 && spellInfo_2->SpellIconID == 33 && spellInfo_2->SpellVisual[0] == 321 ) return false; + if( spellInfo_1->EffectSpellClassMaskC[0] == 262144 && spellInfo_2->EffectSpellClassMaskC[0] == 262144) + return false; + break; case SPELLFAMILY_WARLOCK: if( spellInfo_2->SpellFamilyName == SPELLFAMILY_WARLOCK ) Patchfile
  10. This one is currently working for me with 0.12 branch and rev 7066: http://pastebin.com/m60f1434e @rastikzzz Still reverted in 0.12 branch, so not the issue for the behavior i'm talking about.
  11. Could you please give us more information in this thread? Developer's Corner > Database -> Phases Thanks in advanced
  12. Examples: 46008, this is a shadow damage spell, but it never miss/resist 43150, this is a physical damage spell, it never miss/crit/dodge Please see bug report: http://getmangos.eu/community/viewtopic.php?id=28637 Index: Unit.cpp =================================================================== --- Unit.cpp (revision 6412) +++ Unit.cpp (working copy) @@ -2827,87 +2766,44 @@ // return MeleeSpellHitResult(pVictim, spell); return SPELL_MISS_NONE; case SPELL_DAMAGE_CLASS_NONE: + return SPELL_MISS_NONE; // This is not a hack, this is what it should be case SPELL_DAMAGE_CLASS_MAGIC: return MagicSpellHitResult(pVictim, spell); } return SPELL_MISS_NONE; }
  13. Don't re-invent the wheel: http://getmangos.eu/community/viewtopic.php?id=15658
  14. I'm an idiot. This already has a thread here: http://getmangos.eu/community/showthread.php?9866-BUG-Darkmoon-Card-Death&highlight=darkmoon+card
  15. To stop those guys spamming the bug forum ... From 4299281cb0eb4c2ea0dec19d82c9720d93dea3bc Mon Sep 17 00:00:00 2001 From: unknown <Tobias@.(none)> Date: Sun, 7 Feb 2010 18:45:19 +0100 Subject: [PATCH] added RAP bonusdamage to hunters "Kill shot" (53351 and ranks) --- src/game/SpellEffects.cpp | 11 +++++++++++ 1 files changed, 11 insertions(+), 0 deletions(-) diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 27545e5..1201a36 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -4607,6 +4607,17 @@ void Spell::EffectWeaponDmg(uint32 i) } break; } + case SPELLFAMILY_HUNTER: + { + // Kill Shot + if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x80000000000000)) + { + // 0.4*RAP added to damage (that is 0.2 if we apply PercentMod (200%) to spell_bonus, too) + spellBonusNeedWeaponDamagePercentMod = true; + spell_bonus += int32( 0.2f * m_caster->GetTotalAttackPowerValue(RANGED_ATTACK) ); + } + break; + } case SPELLFAMILY_PALADIN: { // Judgement of Command - receive benefit from Spell Damage and Attack Power -- 1.6.5.1.1367.gcd48 And YES!, this is a correct implementation and the damage is correct now:D!
  16. there was some bug with the grid searcher in aoe spells, they didnt select targets when caster and target are on different grid (Chain-Lightning-%28target-chain-damage%29"]see this) it might be happening here
  17. That apply spell mod includes both multiplicative and additive part, so if you apply it to 0 you lose the multiplicative part. Besides that you forgot SpellHealingBonus. I already had a tested patch for this: http://getmangos.eu/community/viewtopic.php?id=10609
  18. Have a look at http://getmangos.eu/community/viewtopic.php?id=9238 the author found a way as you can see on the screenshots.
  19. RemoveSpellbyDamageTaken() should based on MECHANIC type rather than AURA type Example: Spell 20511: which is triggered by 5246. 20511 is stun aura, but it is fear MECHANIC. Someone play in official should know that it should be regarded as fear, not stun. Any damage should break this aura. Spell 43150: this spell has a root aura but does not has a root mechanic. It is a damage spell and should stack debuff on target. It should not be removed due to damage taken. Spell 43130: this spell has a root aura but has a ensnared mechanic. It also deal DOT damage to target. It should not be removed by the damage dealed by itself. And there are many spells without any mechanic, such as 42716, 37450, they are only used to immobilize the target, and should not be removed by damage Please see: http://getmangos.eu/community/viewtopic.php?id=28636 Index: Unit.cpp =================================================================== --- Unit.cpp (revision 6412) +++ Unit.cpp (working copy) @@ -430,18 +456,36 @@ } /* Called by DealDamage for auras that have a chance to be dispelled on damage taken. */ -void Unit::RemoveSpellbyDamageTaken(AuraType auraType, uint32 damage) +void Unit::RemoveSpellbyDamageTaken(Mechanics mechanicsType, uint32 damage) { - if(!HasAuraType(auraType)) - return; + //if(!HasAuraType(auraType)) + // return; // The chance to dispell an aura depends on the damage taken with respect to the casters level. uint32 max_dmg = getLevel() > 8 ? 25 * getLevel() - 150 : 50; float chance = float(damage) / max_dmg * 100.0f; if (roll_chance_f(chance)) - RemoveSpellsCausingAura(auraType); + RemoveMechanicsCausingAura(mechanicsType); } +void Unit::RemoveMechanicsCausingAura(Mechanics mechanic) +{ + for(AuraMap::iterator iter = m_Auras.begin(), next; iter != m_Auras.end(); iter = next) + { + next = iter; + ++next; + SpellEntry const *spell = sSpellStore.LookupEntry(iter->second->GetSpellProto()->Id); + if(spell->Mechanic == mechanic || spell->EffectMechanic[iter->second->GetEffIndex()] == mechanic) + { + RemoveAurasDueToSpell(spell->Id); + if(m_Auras.empty()) + break; + else + next = m_Auras.begin(); + } + } +} + uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDamage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask, SpellEntry const *spellProto, bool durabilityLoss) { if (!pVictim->isAlive() || pVictim->isInFlight() || pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()) @@ -489,10 +533,10 @@ return 0; } - pVictim->RemoveSpellbyDamageTaken(SPELL_AURA_MOD_FEAR, damage); + pVictim->RemoveSpellbyDamageTaken(MECHANIC_FEAR, damage); // root type spells do not dispell the root effect if(!spellProto || spellProto->Mechanic != MECHANIC_ROOT) - pVictim->RemoveSpellbyDamageTaken(SPELL_AURA_MOD_ROOT, damage); + pVictim->RemoveSpellbyDamageTaken(MECHANIC_ROOT, damage); if(pVictim->GetTypeId() != TYPEID_PLAYER) { Index: Unit.h =================================================================== --- Unit.h (revision 6412) +++ Unit.h (working copy) @@ -879,7 +880,8 @@ bool isFrozen() const; - void RemoveSpellbyDamageTaken(AuraType auraType, uint32 damage); + void RemoveSpellbyDamageTaken(Mechanics mechanicsType, uint32 damage); + void RemoveMechanicsCausingAura(Mechanics mechanicsType); bool isTargetableForAttack() const; virtual bool IsInWater() const;
  20. AS i think this should not be uncommented: (*) Posts that are not at topic will be removed to the "trash-bin" subforum. This is usual forum administration and a must if people don't respect topics enough to stay with them. This happened with the post yesterday. It was removed because it was absolutely not at topic. This had nothing to do with containing links actually. (For anybody else: sart13 posted into the Roadmap-Thread, and besides some generic complaining a link to a single commit of him. The link would actually be welcomed, but just not into a thread which is about _generic_ steps to go. ) So from my view - which I am sure consists the view of other devs - you are very welcome to post code, references to code and discuss them. But there are proper places (**) for this, and I wished you would use them. mangos.ru forums is a special place, at first because the translators russian <-> english seems to suck and at least I often miss nice stuff there because I cannot read it. (A fun fact: I even was not able to register at mangos.ru forums due to translation problems..) And secondly I can admit that "you" might feel treated badly with reason in the way that "I" (from getmangos.eu side) rarely see contribution from you, and "you" see no interest from mangos devs (as you contribute over mangos.ru) Also it might be noteworthy, that I explicit asked to PM me, if there was some unhappy feeling about my moderating style - I even PMed you to explain why some posts where removed from the vehicle-dev thread (after you had been warned, and then secondly warnend that further off-topic posts would be removed) So, I am really unhappy that you feel like your opinion or your contributions are not allowed here. I can only tell that I expect anybody posting here to * post at topic (or create a new topic for other things) * don't use posts to advertise an own fork - this is a forum about mangos, not about mangos-forks * at least try to be respectfull towards other people Also I feel that I am not doing anything bad, if I move topics to the "trash-bin" subforum that violate these rather simple rules.. However I consider your worries that posts of yours are removed without reason, hence I PMed TheLuda, to take a look into the forum-logs, that we have proper facts to see what is going on (as I am very sure - but might be wrong of course - that no posts are deleted here without reason!) (*) Though actually my post as well is entirely not at topic, maybe after a night full of sleep I might split this to a topic to generic, but don't know.. (**) and actually proper ways to do so, insulting mangos devs probably won't do any good to the patches (unfortunately)
  21. A more up-to-date less, hacky implementation can be found here: http://getmangos.eu/community/topic/16304/patch-spells-polarity-shift/ . Thanks for your work
  22. think he is working on it but isn't finished with it yet
  23. ok tyvm! i thought it was going to be one of them buggs that take a week to fix lol i was getting scared thanks again
  24. i'm not very familar with the table spell_proc_event, but I know that table is for override DBC Spell proc values. are we able to detect the incorrect spell proc events within the table data? Inserted values, by fault, could be a problem. Would be nice if the startup sequence could determine them. cheers
  25. I have / had similiar issues... -> http://getmangos.eu/community/showthread.php?p=46822#post46822 Using Multithreaded-Maps helped a bit -> http://getmangos.eu/community/viewtopic.php?id=4461
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