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Everything posted by Auntie Mangos
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I'am not sure but this patch can be extended to handle also spell target type 77 ? from what I understood it's matter of sharing some info, mainly target, between different auras from same spell (eg. penance,arcane missile...)
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Dual specialization stills working with this patch? See http://getmangos.eu/community/showthread.php?13601-[bUG]-Dual-Talent
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Just stop using IE Yes - build character stats in Armory code. But I think that these operations will take a lot of time to generate it. PS: Check this thread. May be character stats saving will be added in MaNGOS core.
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What bug does the patch fix? What features does the patch add? It makes spell Recently bandage (11196) prevent you from using bandages while active. For which repository revision was the patch created? 8071 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?p=76735 diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index 5808127..9496143 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -2183,6 +2183,10 @@ void Aura::HandleAuraDummy(bool apply, bool Real) { switch(GetId()) { + // Recently Bandaged + case 11196: + m_target->ApplySpellImmune(GetId(), IMMUNITY_MECHANIC, GetMiscValue(), apply); + return; // Unstable Power case 24658: { diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp index d40864c..61253c0 100644 --- a/src/game/SpellMgr.cpp +++ b/src/game/SpellMgr.cpp @@ -301,6 +301,7 @@ bool IsPositiveEffect(uint32 spellId, uint32 effIndex) { case 28441: // not positive dummy spell case 37675: // Chaos Blast + case 11196: // Recently Bandaged return false; }
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No, this has nothing to do with hosting the server on a Windows box and connect to it with a Mac. I'm guessing the problem is your realm (world daemon) is still listed in your database with a wrong hostname or IP like 127.0.0.1 or something. Check this thread, where I (tried to) describe a similar situation: http://getmangos.eu/community/topic/16923/can-see-realms-but-not-enter-to-them/
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http://getmangos.eu/community/topic/5124/authentication-protocol/ http://getmangos.eu/community/topic/16777/authsocket-where-is-the-password-verification/ http://srp.stanford.edu/design.html
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What bug does the patch fix? What features does the patch add? Patch restricts usage of Disengage to "in combat use" only For which repository revision was the patch created? [9549] 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?12208-[9082]-Disengage Who has been writing this patch? Please include either forum user names or email addresses. Me patch: src/game/Spell.cpp | 8 ++++++++ 1 files changed, 8 insertions(+), 0 deletions(-) diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index a4a47b5..965c351 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -4885,6 +4885,14 @@ SpellCastResult Spell::CheckCast(bool strict) return SPELL_FAILED_BAD_TARGETS; break; } + case SPELL_EFFECT_LEAP_BACK: + { + if (m_spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER) + if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000400000000000)) // Disengage + if(!m_caster->isInCombat()) + return SPELL_FAILED_CANT_DO_THAT_RIGHT_NOW; + break; + } default:break; } }
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Those who use the code highlighting feature when posting code snippets will probably enjoy that we now have a unified code tag available. Instead of having to use [ highlight=[i]language[/i] ]...code...[ /highlight ] you can now just stay with the good old code tag and use Those who use the code highlight feature when posting code snippets will probably enjoy that we now have a unified code tag available. Instead of having to use [ code=[i]language[/i] ]...code...[ /code ] Enjoy!
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What bug does the patch fix? What features does the patch add? Fix Priest Power Word: Shield and Divine Aegis replacing each other in IsNoStackSpellDueToSpell because of same effect. Fixed with Spell icon check. For which repository revision was the patch created? Should work with latest. Tested and working in 9009. 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=10276 Who has been writing this patch? Please include either forum user names or email addresses. Me Patch diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp index bc98152..aacf9ec 100644 --- a/src/game/SpellMgr.cpp +++ b/src/game/SpellMgr.cpp @@ -1528,6 +1528,10 @@ bool SpellMgr::IsNoStackSpellDueToSpell(uint32 spellId_1, uint32 spellId_2) cons if ((spellInfo_1->Id == 47585 && spellInfo_2->Id == 60069) || (spellInfo_2->Id == 47585 && spellInfo_1->Id == 60069)) return false; + // Power Word: Shield and Divine Aegis + if ((spellInfo_1->SpellIconID == 566 && spellInfo_2->SpellIconID == 2820) || + (spellInfo_2->SpellIconID == 566 && spellInfo_1->SpellIconID == 2820)) + return false; } break; case SPELLFAMILY_DRUID:
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Point 2 confirmed http://getmangos.eu/community/viewtopic.php?id=9793 (might give it a bump)
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* What bug does the patch fix? What features does the patch add? Creatures shouldn't aggro immediately after player used Vanish * For which repository revision was the patch created? 8159 * 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?p=79164 * Who has been writing this patch? Please include either forum user names or email addresses. me diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index d0843e6..c4557ee 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -1897,6 +1897,12 @@ void Spell::EffectTriggerSpell(uint32 i) if(((Player*)m_caster)->HasSpellCooldown(spellId)) ((Player*)m_caster)->RemoveSpellCooldown(spellId); + // prevent interrupt message + m_caster->m_currentSpells[CURRENT_GENERIC_SPELL]->finish(); + //inerrupt anything that might aggro creatures again + m_caster->InterruptNonMeleeSpells(true); + + //cast the stealth spell m_caster->CastSpell(m_caster, spellId, true); return; } Seems to work fine, but it's kind of a guess-based correction, so i would welcome any comments. This correction DOESN'T fix interrruption of spells which started before Vanish or Pets that keep attacking through stealth.
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I dont know, but DiSlord made some changes to map format here and here which needs to be added to movemaps, and I think G3D lib has been updated.
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do you mean this here? http://getmangos.eu/community/viewtopic.php?id=4362 so he is on it to implement this? nice...
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"the straight dope": http://book.git-scm.com/ A very nice piece of Git documentation, it has even "Git on Windows" chapter ( http://book.git-scm.com/6_git_on_windows.html ), advanced work with object database, etc. You can use it to get additional information of some ways that Git work, to answer some questions, but probably not as the only one, see links in http://getmangos.eu/community/viewtopic.php?id=4159 as well. Short reference for basic git commands using can be found in site Git Reference also
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Oh really? Havn't used COBRA in a looong time. Whats its cross-platform support like?
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http://getmangos.eu/community/topic/16627/bug-concussive-barrage-hunter/ can someone help with this?
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forum bug: editing subjects
Auntie Mangos replied to Auntie Mangos's topic in OldArchived Management
http://getmangos.eu/community/topic/15926/fail-ajax-include-on-renaming-a-thread/ Have those problems too, if you can rename the topic by editing the first post seems to either depend on whether it was imported from our previous forum software, or it's just pure luck, not sure yet ^^ -
Revision of MaNGOS: 9763 Bug reported: http://getmangos.eu/community/showthread.php?13858-Damage-shield Damage Shield has proc event for blocks only, but in it's info it clearly says that it should proc every time the warrior takes any melee damage or blocks. FIX: UPDATE `spell_proc_event` SET `procEx` = `procEx`|3 WHERE `entry` IN (58872, 58874); written by me.
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Hey guys, Today I discovered what soap is, and how it should be used. I enabled my SOAP on my testing server right away and ran the PHP script described here: http://getmangos.eu/community/showthread.php?12712-[9466]-MaNGOS-SOAP-services&highlight=soap Now I am 100% sure my login information is 100% correct, although I get an error as output: Command failed! Reason: HTTP Error: 401 Unauthorized This is my PHP code: $username = 'darkmessiah'; $password = 'passwordhere'; $host = "192.168.0.113"; $soapport = 7878; $command = 'send items DarkMessiah "The Hungering Cold" "Hello DarkMessiah, here are your items. Have fun." 23577'; On MaNGOS Start it says: MaNGOSspak: bound to [url]http://0.0.0.0:7878[/url] Does anyone see what I am doing wrong?
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What bug does the patch fix? What features does the patch add? fixes reindeer mount spell applying For which repository revision was the patch created? 9020 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=11497 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 1577264..23e39b9 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -2496,6 +2496,8 @@ void Spell::cast(bool skipCheck) AddPrecastSpell(23230); // Blood Fury - Healing Reduction else if(m_spellInfo->Id == 20594) // Stoneskin AddTriggeredSpell(65116); // Stoneskin - armor 10% for 8 sec + else if(m_spellInfo->Id == 62061) // Festive Holiday Mount + AddTriggeredSpell(25860); break; } case SPELLFAMILY_MAGE: diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index 167d0e2..abeb53f 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -2437,6 +2437,34 @@ void Aura::HandleAuraDummy(bool apply, bool Real) m_target->CastSpell(m_target, 47287, true, NULL, this); return; } + case 62061: // Festive Holiday Mount + { + float flyspeed = m_target->GetSpeedRate(MOVE_FLIGHT); + float speed = m_target->GetSpeedRate(MOVE_RUN); + + Unit *caster = GetCaster(); + + if (!caster) + return; + + //5 different spells used depending on mounted speed and if mount can fly or not + if (flyspeed >= 4.1f) + // Flying Reindeer + caster->RemoveAurasDueToSpell(44827); //310% flying Reindeer + else if (flyspeed >= 3.8f) + // Flying Reindeer + caster->RemoveAurasDueToSpell(44825); //280% flying Reindeer + else if (flyspeed >= 1.6f) + // Flying Reindeer + caster->RemoveAurasDueToSpell(44824); //60% flying Reindeer + else if (speed >= 2.0f) + // Reindeer + caster->RemoveAurasDueToSpell(25859); //100% ground Reindeer + else + // Reindeer + caster->RemoveAurasDueToSpell(25858); //60% ground Reindeer + return; + } } if (m_removeMode == AURA_REMOVE_BY_DEATH) @@ -4279,13 +4307,17 @@ void Aura::HandleAuraModIncreaseSpeed(bool /*apply*/, bool Real) m_target->UpdateSpeed(MOVE_RUN, true); } -void Aura::HandleAuraModIncreaseMountedSpeed(bool /*apply*/, bool Real) +void Aura::HandleAuraModIncreaseMountedSpeed(bool apply, bool Real) { // all applied/removed only at real aura add/remove if(!Real) return; m_target->UpdateSpeed(MOVE_RUN, true); + + // Festive Holiday Mount + if (apply && GetSpellProto()->SpellIconID != 1794 && m_target->HasAura(62061)) + m_target->CastSpell(m_target, 25860, true, NULL, this); } void Aura::HandleAuraModIncreaseFlightSpeed(bool apply, bool Real) @@ -4313,6 +4345,10 @@ void Aura::HandleAuraModIncreaseFlightSpeed(bool apply, bool Real) // Dragonmaw Illusion (overwrite mount model, mounted aura already applied) if( apply && m_target->HasAura(42016,0) && m_target->GetMountID()) m_target->SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID,16314); + + // Festive Holiday Mount + if (apply && GetSpellProto()->SpellIconID != 1794 && m_target->HasAura(62061)) + m_target->CastSpell(m_target, 25860, true, NULL, this); } m_target->UpdateSpeed(MOVE_FLIGHT, true); hope its not too hacky
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I always wanted to know what variables affected latency, cpu usage and memory usage, so i thought why not make a post for this and with the community make a great research about what does what and how much does it affect this 3 problems, cpu usage, memory usage and network usage. So for this post we will be making a small guide about what variable does what and how can it improve the performance of the server. Please when you post your variables and give help about any of the posted variables here, if you want, you can also put the hardware you have in the following order (i will start with mine): OS: Linux Ubuntu 9.04 32Bit CPU: Core 2 Duo 8500 RAM: 4GB NET: Adsl 1024 (128KiBs Down / 64KiBs Up) Cases that should be studied here are: Case 1 - Player with no other players around Case 2 - Players in group doing instance (Max 5 to 10 players) Casting spells, etc Case 3 - Massive amount of players together (like a huge fight, 5vs5 arena, BG with 10vs10, etc) VARIABLES TO CHECK: MaxPingTime - ? UseProcessors - Use Multiple processor for better performance (Windows Only) ProcessPriority - Gives a higher priority to this process (Windows Only) Compression -Compression range from 1 (No Compression) to 9 (Full Compression). Consumes a little more CPU for smaller packets send. It "may" lower latency depending of where the latency is coming from. The LOWER the compression the less cpu is needed on serve. The HIGHER the compression the more cpu is needed but it will send less packets to client which means less bandwidth use from server. In some cases the latency number in the client will rise but the game will play smoothly. This depends on distance from client. Recommended setting is 4 which gives good performance with good compression. SaveRespawnTimeImmediately - ? MaxOverspeedPings - ? GridUnload - If enabled will consume very little memory usage but players will have little lag passing from one grid to another. If disabled memory usage will go higher but players will have less lag when passing from one grid to another. MapUpdateInterval - ? vmap.enableLOS - Consume an amount of cpu and memory for the calculations. vmap.enableHeight - Consumes a slight cpu and memory amount. vmap.ignoreMapIds - Depending on the maps put here, the amount of memory consume could lower or get higher. If more map ids are put here there is low memory usage, if less maps are put here there is higher memory usage. vmap.ignoreSpellIds - ? DetectPosCollision - Consumes more cpu and slight memory usage if enabled. Disable it and consumes less cpu and memory but positions for several spells, etc will not be 100% accurate. TargetPosRecalculateRange - The lower the value the more cpu it needs, the higher the value the less cpu it needs. Values range from 0.5 to 5. UpdateUptimeInterval - ? MaxCoreStuckTime - Detects if core is frozen. Higher numbers could help in having less crashes. Recommended by default is 10. FragFrog reports 120. Visibility.Distance.Continents, Visibility.Distance.Instances, Visibility.Distance.BGArenas - This variables create lag for players with slow connection and also makes their fps drop. The values go from 45 to 333. Recommended is between 66 and 90 (Thanks to Ambal). Visibility.Distance.Object - This variable creates small lag for players with slow connection and also makes their fps drop a little. The values go from 5 to 333. Should be pointed that if you make it very low (about 55 or less) players will not be able to see mineral veins, herb flowers, some house, etc unless they are exactly on top of the object or very close to it. So very low values for this variable is NOT recommended. Visibility.Distance.InFlight - This variable just works when flying on transport and it also makes lag to player and fps drop. Values go from 0 (can not see anything of ground or nearby) to 333 (can see even your grandmothers house) Visibility.Distance.Grey.Unit ? Visibility.Distance.Grey.Object ? Network.Threads - ? Network.OutKBuff - ? Network.OutUBuff - ? Network.TcpNodelay - Causes less latency to users far away but creates more latency to users closer. If you have many far away players then it is recommended to have it on 1, else if you are in lan it should be 0. + Network.TcpNoDaley updated thanks to sodbone http://getmangos.eu/community/showpost.php?p=85470&postcount=2 + Compression updated thanks to subhuman_bob http://getmangos.eu/community/showpost.php?p=85475&postcount=3 + MaxCoreStuckTime updated thanks to FragFrog http://getmangos.eu/community/viewtopic.php?id=10674 + Compression updated thanks to mfour http://getmangos.eu/community/showpost.php?p=91583&postcount=23 + Recommended settings for Compression added thanks to freghar http://getmangos.eu/community/showpost.php?p=91679&postcount=25
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[Guide] Mangos Windows Setup
Auntie Mangos replied to a topic in OldInstallation, configuration & upgrades
Not a lot of search and: voilà -> Where is it!? -
found one http://getmangos.eu/community/viewtopic.php?id=4663&highlight=sendmail but the script is missing gen_item_instance() function
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Of course, I forgot Heroic Strike does not activate the global cooldown (and this can be cast anytime, simultaneously, etc...). You are correct. As for code boxes, I assume you're referring to this? It's odd it's been broken so long, since it seems all it's missing is replacing '\\n' with " ", but then I'm lazing myself as far as mangos goes so I totally get that
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What bug does the patch fix? What features does the patch add? fix compilation on Unices and MacOS For which SubVersion revision was the patch created? f93f85d. Who has been writing this patch? Please include either forum user names or email addresses. me I didn't find bugreport/submitted patch for zthread/Makefile.am but I'm pretty sure there is one [edit] it's here modified: sql/updates/Makefile.am removed 0.11 sql updates moved in comit f93f85d modified: dep/src/zthread/Makefile.am changed -I to -iquote for compatibility with MacOS 10.5 http://pastebin.ca/1229167
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