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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? * Move default coefficient calculation (when no spell_bonus_data entry is used) to its own method in SpellMgr, CalculateDefaultCoefficient. This default coefficient calculation is basically the block of code that Unit::SpellHealingBonus and Unit::SpellDamageBonus had in common. * Calculate coefficients for spells in loading spell_bonus_data using CalculateDefaultCoefficient and compare it with what the entry in spell_bonus_data is. When the difference is small, output a DB error (maybe an outDebug could be used instead of outErrorDb, but I just wanted a fast way to copy and paste the output ). I chose the threshold of 0.02f(2%) arbitrarily, not sure if there is a better number to use here or a different method of determining which entries are more needed than others. * Do not add coefficient to healing part of life drain effects/auras, it is already considered when calculating the damage * Moved the CastingTime declaration uint32 CastingTime = !IsChanneledSpell(spellProto) ? GetSpellCastTime(spellProto) : GetSpellDuration(spellProto); from Bonus calculations to GetCastingTimeForBonus. * Subtract 5% from coefficients per "additional effect" as stated, instead of doing CastingTime -= 175 (which is only correct when the spell has a cast time of 3.5). * Minor changes: * The comment that reads "// Pet damage" is actually used for non-pet creatures * Typo: Bonusess -> Bonuses For which repository revision was the patch created? 8284 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=6733 <- Not really a bug report, but I'm hoping this will make checking fixes like these easier. Who has been writing this patch? Please include either forum user names or email addresses. Myself One thing that confused me were the lines introduced in this commit: // Not apply this to creature casted spells with casttime==0 if(CastingTime==0 && GetTypeId()==TYPEID_UNIT && !((Creature*)this)->isPet()) return 3500; Is there a reason why 3500 is returned for instant cast spells but not others? My assumption was that it was supposed to make creatures get a coefficient 1.0f when they had "pseudo" spell power from auras, but this fact seems to have been lost in the commit that introduced spell_bonus_data. I removed these lines in my patch (and replaced them with a default coeff of 1.0f), but if someone could affirm (or disprove) my assumption, that would be nice. Patch If calculating and comparing the coefficients on load is seen as unnecessary work, here are the entries that were printed out so that perhaps a one-time SQL patch can be used. These are all the spells with a difference less than two percent of the calculated value, or spells that don't even match the wiki. Entry DamageType DB Value CalcValue Difference 2912 `direct_bonus` 1.000000 1.000000 0.000000 139 `dot_bonus` 0.376000 0.376000 0.000000 603 `dot_bonus` 2.000000 2.000000 0.000000 30451 `direct_bonus` 0.714300 0.714286 0.000014 29722 `direct_bonus` 0.714300 0.714286 0.000014 2136 `direct_bonus` 0.428600 0.428571 0.000029 2948 `direct_bonus` 0.428600 0.428571 0.000029 25912 `direct_bonus` 0.428600 0.428571 0.000029 51505 `direct_bonus` 0.571400 0.571429 0.000029 5676 `direct_bonus` 0.428600 0.428571 0.000029 17877 `direct_bonus` 0.428600 0.428571 0.000029 774 `dot_bonus` 0.376040 0.376000 0.000040 689 `dot_bonus` 0.142800 0.142857 0.000057 ^-- Values above here definitely do not need spell_bonus_data 5570 `dot_bonus` 0.127000 0.126667 0.000333 <-- Both wrong , Insect Swarm should should have 20% dot bonus 11426 `direct_bonus` 0.805300 0.805714 0.000414 34861 `direct_bonus` 0.402000 0.402857 0.000857 8092 `direct_bonus` 0.429600 0.428571 0.001029 32379 `direct_bonus` 0.429600 0.428571 0.001029 32546 `direct_bonus` 0.806800 0.805714 0.001086 19236 `direct_bonus` 0.806800 0.805714 0.001086 2061 `direct_bonus` 0.806800 0.805714 0.001086 17 `direct_bonus` 0.806800 0.805714 0.001086 33110 `direct_bonus` 0.806800 0.805714 0.001086 421 ` direct_bonus` 0.570000 0.571429 0.001429 <-- Wiki seems to have rounded this value 1449 `direct_bonus` 0.212800 0.214286 0.001486 2060 `direct_bonus` 1.613500 1.611429 0.002071 8004 `direct_bonus` 0.808200 0.805714 0.002486 1064 `direct_bonus` 1.340000 1.342857 0.002857 <-- Wiki seems to have rounded this value 596 `direct_bonus` 0.808600 0.805714 0.002886 <-- Typo? 6789 `direct_bonus` 0.220000 0.214286 0.005714 <-- My calculated value is closer to wiki value than spell_bonus_data's 14914 `dot_bonus` 0.024000 0.029962 0.005962 26573 `dot_bonus` 0.040000 0.033333 0.006667 44457 `direct_bonus` 0.400000 0.407143 0.007143 348 `direct_bonus` 0.200000 0.207714 0.007714 30283 `direct_bonus` 0.195000 0.203429 0.008429 44457 `dot_bonus` 0.200000 0.190000 0.010000 8921 `dot_bonus` 0.130000 0.116629 0.013371 589 `dot_bonus` 0.182900 0.200000 0.017100 30108 `dot_bonus` 0.240000 0.200000 0.040000 <-- Duration has been decreased from 18 to 15 172 `dot_bonus` 0.300000 0.200000 0.100000 <-- My calculated value is closer to wiki value than spell_bonus_data's (exact same in fact) 42208 `direct_bonus` 0.095200 0.214286 0.119086 <-- Both incorrect (calculation doesn't know that this is a spell triggered from a channeled spell). This is an example of something that strictly *needs* an entry. EDIT: I just noticed that the coefficient calculation for DoT/hybrid spells seems a bit off. EDIT2: Ok, fixed a typo in DoT calculation and made the effects counter less generic; it was penalizing DoTs for very weird effects, like Rejuvenation's mod rating effect which doesn't actually do anything. EDIT3: I think there is a more accurate method of calculating coefficient penalties for AoE spells with "additional effects." I note that Shadow Fury, Dragon's Brath, Frost nova, Typhoon seem to take *(0.95^2) penalty to coefficients, while Cone of Cold only has a *0.95 penalty. EDIT4: Small update to this patch to correctly cover the aforementioned spells... Basically make the calculation less generic and more correct . I didn't update the above table, however, because it's still pretty much the same spells that either need changes or need to be removed.
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What bug does the patch fix? What features does the patch add? This patch provides a system for handling nonstacking aura effects and implements AuraModResistanceExclusive as an example of it (AuraModResistanceExclusive effects should never stack). For which repository revision was the patch created? 8237 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=2838&highlight=exclusive+resistance Who has been writing this patch? Please include either forum user names or email addresses. Myself Patch Here First off, let me state that this is a different issue from entire spells not stacking, like when one paladin casts a blessing on a target, then a different blessing on the same target, and the old spell gets completely removed. The issue addressed by this patch are the individual aura effects of buffs. For example, when a unit has Mark of the Wild, and then Shadow Protection is cast, the shadow resistance they provide shouldn't stack. Of course, Shadow Protection shouldn't remove Mark of the Wild just because it provides more of that resistance, and when Shadow Protection is removed, Mark of the Wild's shadow resistance should kick in again. So with this patch, I added new categories of UnitModifierTypes, NONSTACKING_VALUE and NONSTACKING_PCT. This is to make it easier to find what the highest value for the nonstacking aura is, and whether one aura should replace another. Additionally, these fields can be used for auras other than AuraModResistanceExclusive. For example, Horn of Winter should not stack with Totem of Strength of Earth, Unleashed Rage should not stack with Abomination's Strength or Trueshot Aura, etc (a more extensive list here). I added a flag in Auras (m_stacking) because I don't think a method for determining which of these buffs should stack exists in code (not all are as simple as AuraModResistanceExclusive ), so they may have to be implemented via hack in the future. Note: You will still see multiple buffs of the same spell with different ranks. For example, with two hunters in a party, you can have Aspect of the Wild ranks 4 and 3; this is a different issue, but still only one Aspect has any function. Thoughts, criticisms, comments, advice? Not too hacky I hope? All appreciated. Edit: Replaced GetAuras with GetAurasByType Edit2: Rebased diff on 8077 Edit3: Added more auras, 8140 Edit4: Updated to 8237 (small Unit.h change after 8236)
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Hi, first, i'm sorry for wrong using search function and if there is a tutorial who explain that I answer... This is because i'm french with rough english and there is complicated to understand ! My question is easy (not for me but I hope for you...) I wan't to apply in my DB, a patch with TortoiseGIT, but I don't know how to do this, and there is ANY explanation in french I can found. So, please, can anyone explain this to me ? Don't care to use difficults terms, I can use the magic-translator-of-death :lol. PS : The patch I wan't to apply gives to me on this post : http://getmangos.eu/community/showt...1542#post61542 Khamul~
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this is proper place for bugreports.
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This is very common (especially when pointers go out of bound). Repeat the procedure I previously posted and this time click 'Break' and it will take you to where the error occurred in the source code, then copy/paste the section of code when it crashed (include which file also!) and make a thread regarding it in the Bug Reports forum here
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MaNGOS switch to support 3.3.3a (11723)
Auntie Mangos replied to Auntie Mangos's topic in OldAnnouncements & news
Just go check here http://getmangos.eu/community/showthread.php?192-[guide]-Compiling-Mangos-For-Windows on how to compile and here http://getmangos.eu/community/showthread.php?7318-[Guide]-Mangos-Windows-Setup for installation. -
Try this one. http://getmangos.eu/community/topic/16921/learn-mangos-and-become-a-dev/
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Bug still there and seems none from teams admit it! checked on: Mangos r11805 SD2 r2296 UDB r402 reported on http://getmangos.eu/community/topic/16911/warsong-hold-elevator/ and http://udb.no-ip.org/index.php/topic,12774.0.html
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should be important, for me i have another similar issues that post already here http://getmangos.eu/community/viewtopic.php?id=14700
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welcome to the forums willemavjc, as you know I do not have OSX. I'm wondering though is /usr/local/mysql/bin/ part of your enviroment PATH variable echo $PATH I'm wondering if autoconf is not getting the mysql libs/include paths because it cannot find the mysql_config binary, I'm only thinking this because you executed the command with its full path, where as on my system its located in /usr/local/bin/ which is part of my PATH variable -Edit- If /usr/local/mysql/bin/ is not in your PATH variable execute export PATH=$PATH":/usr/local/mysql/bin/" and then try compiling, and let us know of your results I know some OSX users when they compile mysql they drop the mysql prefix which installs it in /usr/local/ instead of /usr/local/mysql -Edit- check out the OSX install guide at step 5. Preparing MySQL it clearly stated to do what i just said above, only to store the variable in your ~/.bash_profile file (that way you'll never have to set the PATH var again) (I never looked at that guide until 5 minutes ago, sorry everyone for posting info that already existed)
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in mangosd.conf the line SOAP.Enable should be turned on (off by default), RA.Enable to on for remote console is basically a telent/remote version of the console you get when run mangos from your command line To use RA just open telnet to your servers address with the RA port afterwards (3443 default) telnet example.domain.com 3443 it will prompt for a login, some users stated this is case sensitive (remember that the database stores this in all uppercase), on my system case does not matter (I login with upper/lower combinations no problem) once logged you will have the familiar mangos> prompt where you can execute console commands remotely SOAP is very similar to RA, only without the console prompt, instead it uses http protocol and you send it a command and it then returns the results http://getmangos.eu/community/showthread.php?14280-How-to-use-Remote-Access&p=117316&viewfull=1#post117316 In my post on this thread i gave two examples for connecting PHP to MaNGOS, the second example is with SOAP I'm currently using a simple PHP-SOAP script that stores 4 or 5 commands in an array and then uses a foreach to execute each array child in the SOAP connection $remote_soap = array("127.0.0.1", "7878", "[b]username[/b]", "[b]password[/b]"); // use your own username and password $client = new SoapClient(NULL,array("location" => "http://".$remote_soap[0].":".$remote_soap[1]."/","uri" => "urn:MaNGOS","style" => SOAP_RPC,"login" => $remote_soap[2],"password" => $remote_soap[3])); $commandArray[] = "server motd"; $commandArray[] = "server info"; $commandArray[] = "server plimit"; $commandArray[] = "account onlinelist"; foreach($commandArray as $command){ $result = $client->executeCommand(new SoapParam($command, "command")); echo $result; } The php.net manual pages for PHP-SOAP is very limited in information (this is me being generous), however you shouldn't need most of the complicated functions if all you need to do is execute commands for MaNGOS management stuff Hope this helps, good luck
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I was looking at thetourist and ike3's posting in http://getmangos.eu/community/showthread.php?742-dev-Player-Speed-Conf-Setting/page2 and I am trying to get a working copy allowing a setting to adjust character speed in Mangos. I understand that this will never become a part of core, but I would still like to have it in on my server. A long time ago, this worked exactly as intended. The adjustment in mangos.conf set the base speed for the character. Using the same code as before (just updating for some changed procedure names), this does not work at all, except for mobs (I tested it this way to know that it was doing something). I can manually adjust speed using ".modify aspeed", but this fails as soon as the player is hit my anything speed altering (stun, frost, slow) and it doesn't go back to its initial setting. My question is where is how does Mangos determine character speed, and how do I affect it? After doing a little tracing it looks like it is in movementhandler.cpp, but I cannot use the same techniques as the modifications to creature.cpp, pet.cpp, player.cpp, world.cpp since sWorld.getConfig is not included in movementhandler.cpp. I am not a C programmer (or any kind of programmer), but I can sometimes follow what is being done. I see an anti-cheat code in movementhandler.cpp but doing a search on unit::SetSpeed only shows the files I have already modified and movementhandler.cpp Anyone have ideas, or can update this patch to the current revision? Thanks in advance
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yea works again on 9729
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Thank you for the replies. I already knew that one, but thought it wasn't what I wanted, but ill take a look at it. yeah i found it here http://getmangos.eu/community/viewtopic.php?id=4041, thank you for the tip.
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* What bug does the patch fix? What features does the patch add? It removes the Blood Elf racial Mana Tap no longer used also from playercreateinfo_spell table, I forgot when posted this patch * For which repository revision was the patch created? 7501 (all) * Who has been writing this patch? Me but this is not such a patch -- MaNGOS DB DELETE FROM `playercreateinfo_spell` WHERE `Spell` = '28734'; -- interface cleanup by crackm DELETE FROM `playercreateinfo_action` WHERE `action` = '28734'; UPDATE `playercreateinfo_action` SET `button` = '3' WHERE `race` = '10' AND `class` IN ('8', '9', '5', '2', '3') AND `button` = '4'; UPDATE `playercreateinfo_action` SET `button` = '4' WHERE `race` = '10' AND `class` = '4' AND `button` = '5'; -- Characters DB DELETE FROM `character_spell` WHERE `spell` = '28734'; DELETE FROM `character_aura` WHERE `spell` = '28734'; DELETE FROM `character_action` WHERE `action` = '28734' AND `type` = '0';
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maybe this will work: http://getmangos.eu/community/viewtopic.php?id=28474
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http://getmangos.eu/community/topic/16802/anient-lift-warsong-hold-elevator-problems/
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[Patch] Auction House Bot (Xeross' Branch)
Auntie Mangos replied to Auntie Mangos's topic in OldCore modifications
Just posted So now post any feedback in This post please. -
http://getmangos.eu/community/forumdisplay.php?17-Installation-Configuration-amp-Upgrades
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same problem here http://getmangos.eu/community/showthread.php?13601-[bUG]-Dual-Talent
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Hmm, I should take a look at the core modifications forum more often... :-/ Anyway, the two patches are overlapping only less. But what I remember again is that I also wanted to change the stamina factor for wl pets^^. 30% seems to be really wrong... I'm going to change that soon. The thing with the mana calculation is really new to me. I did most of my final tests with hunter pets, because only there I had the data for quite high level pets, where I could verify the scaling factors best and probably so I did not notice that. I'll also have a look on that soon. Hmm, for me this works :confused:, and I think this should also have worked before. Edit: Ah, yes. I missunderstood this. You are right. Thie stamina in pet_levelstats in fact does not have any influence. But that does not matter, because the basehp given in petlevelstats is calculatet including the pets base stamina. This is simply a question of handling: Pets will not receive their hp bonus of stamina as players do (http://www.wowwiki.com/Stamina). What is identical is, that they will receive 10 hp for any more point of stamina. So this system just prevents us from needing to hardcode an extra hp calculation for every pet (or would also work is to have negative base hp for pets, what is in fact impossible :-P).
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Common Issues / FAQ: I'm worried/concerned about the AuctionHouse Bot flooding items all at once and jamming up cpu cycles The auctionhouse bot does not flood the auction house with items, you control how many items per cycle are added inside the config file using AuctionHouseBot.ItemsPerCycle value. Every cycle is equal to one minute. My server seems to freeze on or soon after to startup If a server with a large amount of items goes down for an extended amount of time, the normal MaNGOS auctionhouse code will perform cleanup on expired auctions. There are (as of 7990) no cycle checks or pauses on this. For example, if you have a server with 10K+ items expired on startup, then they will all process at once which will cause the server cpu and db cpu to spike until that process is completed. Your server will return to normal, just be patient. With debugging turned on in the console, you can see the spam of SQL delete messages from the auction tables. I'm looking for the original AuctionHouse Bot code I beleive Gigelf has the original code hosted on his Git Hub. Ref: git clone git://github.com/Gigelf/mangos.git auctionhouse I see messages like "AuctionHouseBot: Item::CreateItem() - Unable to find item", should I be worried? These are informational messages and can be safely ignored. I have also updated the code as of 6/13/09 to remove these from normal output Does the AuctionHouse Bot support the MaNGOS-0.12 branch? I have not tested this patch on the branch, but if you use the above steps to extract the patch information, try applying it to the branch and let me know the results. It should function correctly, i do not beleive there are enough significant changes that would cause it not to work. How do I get and compile the code for Windows? - by Power12 Please click here for power12's post I need some help with GIT, can you help? I came across a decent GIT posting on this forum, maybe it can help assist you. Ref: http://getmangos.eu/community/viewtopic.php?id=4276 Something is not working quite right, I need some help I would love to assist you, but i need some information from your install. I will need your MaNGOS version, any other 3rd party patches applied, DB used, the auctionbot SQL tables, Config settings, and server log output. See the subsection below to help you extract the information I need from the auctionbot. Database Settings * No Authentication: mysqldump --compact -t <characters db name> auctionhousebot * With Authentication: mysqldump -u <username> --password=<password> --compact -t <characters db name> auctionhousebot Config Settings * Linux: cat mangosd.conf | grep ^AuctionHouseBot * Windows: type mangosd.conf | findstr "^AuctionHouseBot" Server Log * Linux: cat Server.log | grep -B 30 "WORLD: World initialized" * Windows: No shortcut I know of, open the server log up in a text editor and copy and paste a chunk before the "WORLD: World initialized" line
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Is there a generic way to check if a spell is using a movement generator? I'm trying to fix the moving after death affect if a creature is feared/distracted when it is killed and it continues to move around (usually back to home location) and it becomes unlootable. I created a patch for it here: http://getmangos.eu/community/viewtopic.php?id=5157 But i don't want to be calling stopmoving in the interruptspell method without it being necessary (as it may remove necessary movement generators though im not sure if there is any) and it isn't efficient to always be calling it if the spell doesn't use a movement generator.
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