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Everything posted by Auntie Mangos
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[Patch] Loading a custom script dll
Auntie Mangos replied to Auntie Mangos's topic in ... rejectedOld
MadJack it wont work . The problem on unix is that scripts are compiled as shared library and mangos is linked against them. Which means that the scripts library cant be unloaded and cant be loaded ,its added to mangos at mangos startup ( NOT at the call to dlopen() ) and cant be unloaded. Basicly if you want unload on linux you need to build mangos as libtool module. -
Any idea when mangos supports 3.0.2?
Auntie Mangos replied to Auntie Mangos's topic in OldGeneral discussion
i can confirm latest revs are stable on mandriva 64, more then xxxx testers.. 25h uptime. look at crash dump sd2 have some crashes, u can solve them in db, or maybe that crash problem is only on windows. or maybe your config is bad, also i can say no disconnects , problems with logs etc,, (bt we golittle offtopic) i can say only problem witch mangos could focus is mtmaps from Derex, without them mangos really lags,. with LOS. btw:TheLuda could u say, we will see developement on 3.0.2 in test branch? so we can close this:) -
What bug does the patch fix? Dark Pact and all other spells with SPELL_EFFECT_MANA_DRAIN gets no spell damage. Calculation is present in function Unit::SpellDamageBonus(), but this function is not called for this spells at all. And also there is no sent information about gains in combat log. For which SubVersion revision was the patch created? 6084 Is there a thread in the bug report section? http://getmangos.eu/community/viewtopic.p...mp;hl=dark+pact Who has been writing this patch? Ultron Index: game/SpellEffects.cpp =================================================================== --- game/SpellEffects.cpp (revision 6084) +++ game/SpellEffects.cpp (working copy) @@ -1958,7 +1958,10 @@ int32 new_damage; - // resilience reduce mana draining effect (added in 2.4) + //add spell damage bonus + damage=m_caster->SpellDamageBonus(unitTarget,m_spellInfo,uint32(damage),SPELL_DIRECT_DAMAGE); + + // resilience reduce mana draining effect (added in 2.4) uint32 power = damage; if ( drain_power == POWER_MANA && unitTarget->GetTypeId() == TYPEID_PLAYER ) power -= ((Player*)unitTarget)->GetDotDamageReduction(damage); @@ -1980,6 +1983,8 @@ modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_MULTIPLE_VALUE, manaMultiplier); m_caster->ModifyPower(POWER_MANA,uint32(new_damage*manaMultiplier)); + //send log + m_caster->SendEnergizeSpellLog(m_caster, m_spellInfo->Id,uint32(new_damage*manaMultiplier),POWER_MANA,false); } } http://filebeam.com/0245fe6a5da32d590753f0db06cbdd74
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update to 5785 and apply this patch -> http://getmangos.eu/community/viewtopic.php?id=20549
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I am sorry if my post was misunderstood. My description was intended as an exageration of the real situation which - as it stands - already is perverted in my eyes. Perhaps the smiley was not a sufficient indication of that. Anyway, I think rumpilstilskin may have brought up a concern some may have. For some MaNGOS may be a place where they download their software to run a local server to play with friends, and it may seem unreasonable why one should engage in a fight for the right to education. But I don't want to repeat things already posted, the reason for all this remains the same.
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A stupid question
Auntie Mangos replied to Auntie Mangos's topic in OldInstallation, configuration & upgrades
I have also made a SQL updater in Python which will actually check for the last update and then apply any after that. http://getmangos.eu/community/topic/15590/python-yet-another-script-for-sql-updates/ So Windows batch scripts can run on Linux and bash scripts can run on Windows? And before saying "install bash" why not "install Python"? Python is still a better cross-platform solution. It has a standard language that runs on every platform Python supports (pretty much all of them.) Shell scripts have many different languages for many different platforms. -
It's really strange, shouldn't that prune script remove old threads first? I'm pretty sure that thread was created 2009/2008, but threads from 2006 have survived: http://getmangos.eu/community/viewtopic.php?id=95
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But i can not do this one by one for all the characters... i mean.. i dont want to are a lot. Is there some way to do this automatically at login of the player or for ALL players ???
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Did you try that in the right order ?
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sorry for BIG delay, i didnt had mutch time to do some logs, so here are promised logs, i can provide more if need ... hope it help, i would really like to see some fixes from thees logs on mangos GIT so i know it helped tested on : debug mode, no optimatization+(some flags for quade core) Mangos/0.13.0 (**REvision 7723-* ) for Unix ( little-endian) Using script library: ScriptDev2 (for MaNGOS 7715+) Revision [1029] 2009-04-26 23:45:06 (Unix) Using World DB: UDB 0.11.0 (371) for MaNGOS 7681 with SD2 SQL for wev. 1012 Using creature EventAI: ACID 0.0.9 - Full Release for Mangos 7673+ CLEAN MANGOS + CLEAN SD2 + LOS/HEIGH ON(ALL MAPS) 1. this is instance/ai/map system crash:D described here: http://getmangos.eu/community/viewtopic.php?id=5749 thread apply all bt / bt full core dump : http://pastebin.com/f7693493 valgrind log : http://filebeam.com/94eb2ed63f7dad5ef09e7b4c26fbcd6d 2. randome crash thread apply all bt / bt full core dump: http://pastebin.com/f1f5ed691 valgrind log: http://filebeam.com/850dc310375eb38384334bcf9fe9f97d
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What bug does the patch fix? What features does the patch add? It was possible to polymorph more than one target at a time using different versions of the polymorph spell. Using any of the polymorph spells (Polymorph Rank 1, 2, 3, 4, Turtle, Pig, Serpent, Black Cat) should break the effect of the other ones. For which repository revision was the patch created? 7503 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=3889 (a bit old, but I couldn't find any newer; however, the problem still exists in rev. 7503) diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp index 1f6a746..9dc6deb 100644 --- a/src/game/SpellMgr.cpp +++ b/src/game/SpellMgr.cpp @@ -530,6 +530,7 @@ bool IsSingleTargetSpells(SpellEntry const *spellInfo1, SpellEntry const *spellI switch(spec1) { case SPELL_JUDGEMENT: + case SPELL_MAGE_POLYMORPH: if(GetSpellSpecific(spellInfo2->Id) == spec1) return true; break; Tested it with 2 mages on 3 mobs, and it seems to be working properly.
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[11141][Patch] Fix SpellMod for melee-ranged spells
Auntie Mangos replied to Auntie Mangos's topic in ... acceptedOld
My question is what is the proposed way of fixing this issue? Current topic or you post #14 in this http://getmangos.eu/community/topic/15966/11105patch-melee-attacks-distance/ thread, Schmoozered? -
What bug does the patch fix? What features does the patch add? Increase the Duration from Thorns (Rank 1) - Thorns (Rank 8) with Glyph of Thorns Increase the Duration from Blessing of Might (Rank 1) - Blessing of Might (Rank 10) with Glyph of Blessing of Might Increase the Duration from Blessing of Wisdom (Rank 1) (Spellid=19742) - Blessing of Wisdom (Rank 9) (Spellid=48936) with Glyph of Blessing of Wisdom For which repository revision was the patch created? 11009 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=13004 http://getmangos.eu/community/viewtopic.php?id=12735 outdated Patches: http://getmangos.eu/community/viewtopic.php?id=14263 http://getmangos.eu/community/viewtopic.php?id=10350 Who has been writing this patch? Please include either forum user names or email addresses. me, source from breakwater and kyle1 /// Netsky (See outdated Patches) diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 38b78c1..4bcdc9b 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -8806,6 +8806,37 @@ int32 Unit::CalculateSpellDuration(SpellEntry const* spellProto, SpellEffectInde else duration = minduration; + if (unitPlayer && target == this) // Adding Support for future durationchanges in glyphs see outdated patches + { + switch(spellProto->SpellFamilyName) + { + case SPELLFAMILY_DRUID: + if (spellProto->SpellFamilyFlags & UI64LIT(0x100)) // DurationIndex prevent Greater Blessing (Group) + { + // 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->DurationIndex == 6 && 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); Something wrong with this patch or is there a proper way needed?
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Bump um im using this guide http://getmangos.eu/community/viewtopic.php?id=7318 Im up to step 10. Updating databases anyone can explain if anyone has made an server??
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Ok, so I've made a few tests with Death Grip and Feral Charge. Results : it works! For death grip I had to use another patch (that casts the actual jump spell) : see here. I just applied the dummy effect of spell 49576 : diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index ead3147..c60b0c0 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -2578,6 +2578,23 @@ void Spell::EffectDummy(SpellEffectIndex eff_idx) // consume diseases unitTarget->RemoveAurasWithDispelType(DISPEL_DISEASE, m_caster->GetGUID()); } + //Death Grip - Lacking propper Jump/Leap (EffectJump - implementation) + else if (m_spellInfo->Id == 49576) + { + if (!unitTarget) + return; + + m_caster->CastSpell(unitTarget, 49560, true); + return; + } + else if (m_spellInfo->Id == 49560) + { + if (!unitTarget) + return; + + unitTarget->CastSpell(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ(), m_spellInfo->CalculateSimple + return; + } break; } } The visual effect is perfect, but maybe too slow, and not enough high in the air. I'm not allowed to post a video to show it...but to give an example, if you're at 30 yars from the target, it takes more than 1 sec to the target to come to you. If you're at 5 yards, it takes a lot less. Afaik, this transit time should be the same regardless of the distance between you and your target. About the height in the air, I don't know what controls this : is it speed_z ? what is speed_z, actually?
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TOM_RUS : perfect answer ! Thank you very much. Did a try on HomeMovement generator and it worked nicely. Which means the code in Unit::SendMonsterMoveByPath() is outdated. Schmoozerd: thanks dude. faramir118: Sorry, that Recast.h thing is a relic. Not needed anymore. "those intervals are so inefficient" : the interval themselves are configurable, and they aren't that bad - the generation is not very efficient at the moment But that's better than nothing.
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Syntax: .reset stats [Playername] Resets(recalculate) all stats of the targeted player to their original VALUESat current level. edit: did ring a bell : http://getmangos.eu/community/showthread.php?14198-How-it-work-at_login-reset-spell&highlight= no need for 2 threads imho
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Don't quote me on this, but I think it might be a problem with your VC++. You have no reason to keep using that kind of outdated software anyway as the new 2010 suite works on XP+ as well (plus you don't need to set SDK directories or any of that confusing crap). My installation guide covers compilation with VC++ 2010: http://getmangos.eu/community/showthread.php?7318-Guide-Mangos-Windows-Setup The express version is free just like all the other express VC++s have been over the years.
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Take a look [bUG]-the-item-was-no-found&p=111126&viewfull=1#post111126"]here... And the visual bug i think it was fixed in revision 9725
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What bug does the patch fix? What features does the patch add? fixes cost "refund" if hit fails - uses this spellmod to decrease cost For which repository revision was the patch created? 9664 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?13282-[bUG]-Primal-Precision Who has been writing this patch? Please include either forum user names or email addresses. me diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index 2b8f690..08646a4 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -3747,6 +3747,20 @@ void Spell::TakePower() return; } + bool needApplyMod = false; + for (std::list<TargetInfo>::const_iterator itr = m_UniqueTargetInfo.begin(); itr != m_UniqueTargetInfo.end(); ++itr) + { + if (itr->missCondition != SPELL_MISS_NONE) + { + needApplyMod = true; + break; + } + } + + if (needApplyMod) + if (Player* modOwner = m_caster->GetSpellModOwner()) + modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COST_ON_HIT_FAIL, m_powerCost, this); + m_caster->ModifyPower(powerType, -(int32)m_powerCost); // Set the five second timer diff --git a/src/game/Unit.h b/src/game/Unit.h index 61a8af1..9861994 100644 --- a/src/game/Unit.h +++ b/src/game/Unit.h @@ -112,7 +112,8 @@ enum SpellModOp // spellmod 25 unused SPELLMOD_FREQUENCY_OF_SUCCESS = 26, // Only used with SPELL_AURA_ADD_PCT_MODIFIER and affects used on proc spells SPELLMOD_MULTIPLE_VALUE = 27, - SPELLMOD_RESIST_DISPEL_CHANCE = 28 + SPELLMOD_RESIST_DISPEL_CHANCE = 28, + SPELLMOD_COST_ON_HIT_FAIL = 30 }; #define MAX_SPELLMOD 32 used in TakePower() because target map is filled after all cost calculations and because its not related to original cost requirements/mods
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[Guide] Mangos Windows Setup
Auntie Mangos replied to a topic in OldInstallation, configuration & upgrades
Hi there Check my post here http://getmangos.eu/community/showthread.php?13121-World-of-Warcraft-Server-for-Windows-Installation-Guide -
It's look like a sabotage. Two commits cause the crash (9228+9233 and 9266), but nobody from dev even is not comment this. For dev - alright! =(
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[Help] Implementing Vehicles
Auntie Mangos replied to Auntie Mangos's topic in OldCore modifications
Sorta the same question. What was orginally posted by keltuss Here, does it work with something else in this topic? I went through every page. Also, that git branch no longer exists.
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