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Auntie Mangos

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Everything posted by Auntie Mangos

  1. Read the first lines here http://getmangos.eu/community/showthread.php?13065-Core-Mods-for-9591&p=107626
  2. Wojta, for me not igoniring, and master loot in chest-case for me is working . I notify about this post also i saw your version, and i think this always pass for GAMEOBJECT_TYPE_CHEST cuz GetGOInfo()->chest.groupLootRules always return something. You can do experement with 0 and 1, and always you will get group-rules. BTW, DB ( like YTDB and UDB have right DATA in this field)
  3. Thanks, yes it is. I didn't come across that post when I was trying to sort it out. I have fixed it now, , thanks to MaNGOS support. My build script was unnecessarily complex. I was reconfiguring too much, and it was messing with the changes made in MaNGOS[9219]. Don't laugh this is what I was using up to now, it worked! You will see what I removed. #!/bin/bash autoreconf --install --force #aclocal #autoheader #autoconf #automake --add-missing #automake src/bindings/ScriptDev2/Makefile mkdir /home/mangos/compile/mangos1/objdir mv build.sh /home/mangos/compile/mangos1/objdir mv debug.sh /home/mangos/compile/mangos1/objdir Thanks for your help, how's your project going. Have you sorted out the purchase part yet? Let me know Cheers
  4. http://getmangos.eu/community/viewtopic.php?id=9794 that thread gave me the idea on what needed to be done, and where it needed to be done at. but the code in the thread is incorrect, permissions set in the account_forcepermission table aren't being used ingame on the listed realm(s). also, you were limited to one forced permission per account even if you had multiple realms code to create the table in your login database with a couple changes to the original one linked above: CREATE TABLE `account_forcepermission` ( `AccountID` int(11) unsigned NOT NULL DEFAULT '0', `realmID` int(3) unsigned NOT NULL DEFAULT '0', `Security` int(3) unsigned NOT NULL DEFAULT '0', `Comment` varchar(32) NOT NULL DEFAULT '', PRIMARY KEY (`AccountID`,`realmID`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1; hope this fulfills the need for ya'll as it does for me *updated for 8971* http://pastebin.org/63648 pasted the updated code into pastebin force_permission.patch fixed: * players getting admin permissions if they don't have a permission forced on the realm * allowed you to not have to set "regular permissions" in the forced permission table for anyone that you've forced a permission for
  5. DasBlub has modified "other project" solution of this feature http://getmangos.eu/community/viewtopic.php?id=5955
  6. Ahh git-fetch is what I was looking for. I didn't understand what it actually does, but now after rereading the guide more carefully I see. Thanks a lot!
  7. There is a blink patch around that has seen some sucess. It is still in beta however. http://getmangos.eu/community/viewtopic.php?id=659&highlight=blink I have been using this patch on my testserver, with 10 testers, and have seen much less occurrences of falling through the terrain, when useing blink. With v maps and line of sight on There is alot of places (especially in outlands) that you must stand right on top of a mob to attack it. There are many places where mobs will be under the ground so you can only see thir head, or sometimes not at all, thus causing stuck in combat issues. Until these terrain issues are resolved, maybe somone can write a config option, so we can turn v maps off in certain zones ? Like verry buggy un'goro crater. Im not a coder yet or i would.
  8. * What bug does the patch fix? What features does the patch add? Item with ITEM_SPELLTRIGGER_ON_STORE spell should be removed only on this holder unapply. * For which repository revision was the patch created? 1178 * 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/post/136961/ * Who has been writing this patch? Please include either forum user names or email addresses. Me https://gist.github.com/1140673
  9. Try to use search first... http://getmangos.eu/community/showthread.php?12865-Mage-Arcane-Missiles&highlight=Arcane
  10. There is an entire subforum dedicated to compiling and installing. In fact, it's further down the list than the forum you are posting in now, and it has many, many guides on compiling for different platforms. A list of changes you can find here. Bossfights however are scripted using ScriptDev2, this really is the wrong place to ask about that. On a more offtopic notion: introducing yourself with the message "I'm too lazy to use the search, I want respect, I don't want to have background knowledge and I won't bother posting in the correct section" is, in my opinion, possibly not the best way to do so.
  11. http://getmangos.eu/community/showthread.php?12456-[9311]-Crash-client
  12. Divine Aegis and PW:S not stacking fixed in my patch http://getmangos.eu/community/viewtopic.php?id=11641.
  13. First off thank you much for the work on this project. I really hope you can help me, because I’ve invested some time now researching how to set everything set up and I really feel like it should be happening. Here’s a couple links that came in handy… http://getmangos.eu/community/showpost.php?p=81973&postcount=63 http://www.reaper-x.com/2008/07/02/how-to-compile-mangos-and-scriptdev2-for-windows/ Funny thing is it IS happening, well, most things seem to be anyway. No errors are happening and Mangos tells me the AHBot has loaded so many items of such and such a type every time Mangos starts up. And yet lo and behold, nothing ever shows up in the AH. I can set up manual auctions with this or any account/toon and they all show up fine. I do have the options checked in the conf file to share chat, ah, etc between factions as well… OK, I'll do my best to get you the critical information as requested: MaNGOS version: 8740 64-bit 3rd party patches: None except your AHbot and the latest ScriptDev2. Database used: Project Silvermoon r258 with ScriptDev2 r1484 and AcidScripts 32. Auctionbot SQL tables: http://uploading.com/files/a8b8f22b/auctionhousebot.sql/ Config settings: http://uploading.com/files/293cemcf/mangosd.conf/ Server log output: http://uploading.com/files/3a63371e/_Server.log/ No errors at all in the log. Brand new meticulously hand-made database, new clean mangos compile, all running the most up-to-date code available... And here's the part I really don't get: It seems like everything is working, but again nothing shows up in the AH. I verified I assigned the correct Account/ID settings in the conf file for my AH account/toon. I even made sure and log in with him once before enabling the bot.
  14. this is what you need: +INSERT INTO `npc_option` (`id`, `gossip_id`, `npcflag`, `icon`, `action`, `box_money`, `coded`, `option_text`, `box_text`) values('51','0','16','0','18','10000000','0','Purchase a Dual Talent Specialization.','Are you sure you wish to purchase a Dual Talent Specialization?'); SQLs added to actual patch post http://getmangos.eu/community/showpost.php?p=89671&postcount=251
  15. I found this thread: http://getmangos.eu/community/viewtopic.php?id=6343 But i dont know how to send this opcode to client. I found something like "WorldPacket data(SMSG_AURA_UPDATE);", but i dont know where to add the other data. Can somebody help? EDIT: Maybe i found it, i just need to test it WorldPacket data(SMSG_AURA_UPDATE); data.append(caster->GetPackGUID()); data << uint8(255); data << uint32(GetId()); data << uint8(19); data << uint8(caster->getLevel()); data << uint8(1); data << uint8(0); caster->SendMessageToSet(&data, true); EDIT2: And it works Thanks nos4r2zod...
  16. Every time your server crashes, IDs are somehow reset.. It is also discussed here: http://getmangos.eu/community/viewtopic.php?id=8964
  17. http://getmangos.eu/community/viewtopic.php?id=4160 .. man git-remote
  18. What bug does the patch fix? What features does the patch add? fixes damage resist logs sometimes showing remove discrepancies in use of Unit::SendAttackStateUpdate() and Unit::SendSpellNonMeleeDamageLog(), where 'damage' parameter was sometime used for total damage (damage + resisted + absorbed + blocked), sometimes just for actual damage - now it should be used just for real damage fixes enviromental damage not being really resisted/absorbed although there are some resists/absorbs in log For which SubVersion revision was the patch created? 6767 (no GIT, sorry) Is there a thread in the bug report section? If yes, please add a link to the thread. maybe here: http://getmangos.eu/community/viewtopic.php?id=3175 Who has been writing this patch? Please include either forum user names or email addresses. domingo Index: SpellEffects.cpp =================================================================== --- SpellEffects.cpp (revision 6767) +++ SpellEffects.cpp (working copy) @@ -288,9 +288,11 @@ m_caster->CalcAbsorbResist(m_caster,GetSpellSchoolMask(m_spellInfo), SPELL_DIRECT_DAMAGE, damage, &absorb, &resist); - m_caster->SendSpellNonMeleeDamageLog(m_caster, m_spellInfo->Id, damage, GetSpellSchoolMask(m_spellInfo), absorb, resist, false, 0, false); + uint32 realdamage = (damage <= absorb + resist) ? 0 : damage - absorb - resist; + + m_caster->SendSpellNonMeleeDamageLog(m_caster, m_spellInfo->Id, realdamage, GetSpellSchoolMask(m_spellInfo), absorb, resist, false, 0, false); if(m_caster->GetTypeId() == TYPEID_PLAYER) - ((Player*)m_caster)->EnvironmentalDamage(m_caster->GetGUID(),DAMAGE_FIRE,damage); + ((Player*)m_caster)->EnvironmentalDamage(m_caster->GetGUID(),DAMAGE_FIRE,realdamage); } void Spell::EffectSchoolDMG(uint32 effect_idx) @@ -4340,11 +4342,7 @@ m_caster->DoAttackDamage(unitTarget, &eff_damage, &cleanDamage, &blocked_dmg, m_spellSchoolMask, &hitInfo, &victimState, &absorbed_dmg, &resisted_dmg, m_attackType, m_spellInfo, m_IsTriggeredSpell); - if ((hitInfo & nohitMask) && m_attackType != RANGED_ATTACK) // not send ranged miss/etc - m_caster->SendAttackStateUpdate(hitInfo & nohitMask, unitTarget, 1, m_spellSchoolMask, eff_damage, absorbed_dmg, resisted_dmg, VICTIMSTATE_NORMAL, blocked_dmg); - bool criticalhit = (hitInfo & HITINFO_CRITICALHIT); - m_caster->SendSpellNonMeleeDamageLog(unitTarget, m_spellInfo->Id, eff_damage, m_spellSchoolMask, absorbed_dmg, resisted_dmg, false, blocked_dmg, criticalhit); if (eff_damage > (absorbed_dmg + resisted_dmg + blocked_dmg)) { @@ -4356,6 +4354,10 @@ eff_damage = 0; } + if ((hitInfo & nohitMask) && m_attackType != RANGED_ATTACK) // not send ranged miss/etc + m_caster->SendAttackStateUpdate(hitInfo & nohitMask, unitTarget, 1, m_spellSchoolMask, eff_damage, absorbed_dmg, resisted_dmg, VICTIMSTATE_NORMAL, blocked_dmg); + m_caster->SendSpellNonMeleeDamageLog(unitTarget, m_spellInfo->Id, eff_damage, m_spellSchoolMask, absorbed_dmg, resisted_dmg, false, blocked_dmg, criticalhit); + // SPELL_SCHOOL_NORMAL use for weapon-like threat and rage calculation m_caster->DealDamage(unitTarget, eff_damage, &cleanDamage, SPELL_DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, true); Index: Unit.cpp =================================================================== --- Unit.cpp (revision 6767) +++ Unit.cpp (working copy) @@ -1412,7 +1412,7 @@ } //Send resist - SendAttackStateUpdate(HitInfo, pVictim, 1, GetSpellSchoolMask(spellInfo), damage, absorb,resist,VICTIMSTATE_NORMAL,0); + SendAttackStateUpdate(HitInfo, pVictim, 1, GetSpellSchoolMask(spellInfo), 0, absorb,resist,VICTIMSTATE_NORMAL,0); return 0; } @@ -2225,17 +2225,17 @@ if (hitInfo & HITINFO_MISS) //send miss - SendAttackStateUpdate (hitInfo, pVictim, 1, meleeSchoolMask, damage, absorbed_dmg, resisted_dmg, victimState, blocked_dmg); + SendAttackStateUpdate (hitInfo, pVictim, 1, meleeSchoolMask, 0, 0, 0, victimState, 0); else { - //do animation - SendAttackStateUpdate (hitInfo, pVictim, 1, meleeSchoolMask, damage, absorbed_dmg, resisted_dmg, victimState, blocked_dmg); - if (damage > (absorbed_dmg + resisted_dmg + blocked_dmg)) damage -= (absorbed_dmg + resisted_dmg + blocked_dmg); else damage = 0; + //do animation + SendAttackStateUpdate (hitInfo, pVictim, 1, meleeSchoolMask, damage, absorbed_dmg, resisted_dmg, victimState, blocked_dmg); + DealDamage (pVictim, damage, &cleanDamage, DIRECT_DAMAGE, meleeSchoolMask, NULL, true); if(GetTypeId() == TYPEID_PLAYER && pVictim->isAlive()) @@ -4343,7 +4343,7 @@ data.append(target->GetPackGUID()); data.append(GetPackGUID()); data << uint32(SpellID); - data << uint32(Damage-AbsorbedDamage-Resist-Blocked); + data << uint32(Damage); data << uint8(damageSchoolMask); // spell school data << uint32(AbsorbedDamage); // AbsorbedDamage data << uint32(Resist); // resist @@ -4377,15 +4377,15 @@ data << (uint32)HitInfo; data.append(GetPackGUID()); data.append(target->GetPackGUID()); - data << (uint32)(Damage-AbsorbDamage-Resist-BlockedAmount); + data << (uint32)Damage; data << (uint8)SwingType; // count? // for(i = 0; i < SwingType; ++i) data << (uint32)damageSchoolMask; - data << (float)(Damage-AbsorbDamage-Resist-BlockedAmount); + data << (float)Damage; // still need to double check damage - data << (uint32)(Damage-AbsorbDamage-Resist-BlockedAmount); + data << (uint32)Damage; data << (uint32)AbsorbDamage; data << (uint32)Resist; // end loop Index: SpellAuras.cpp =================================================================== --- SpellAuras.cpp (revision 6767) +++ SpellAuras.cpp (working copy) @@ -5639,6 +5639,8 @@ pCaster->CalcAbsorbResist(m_target, GetSpellSchoolMask(GetSpellProto()), DOT, pdamage, &absorb, &resist); + uint32 realdamage = (pdamage <= absorb+resist) ? 0 : pdamage - absorb - resist; + sLog.outDetail("PeriodicTick: %u (TypeId: %u) attacked %u (TypeId: %u) for %u dmg inflicted by %u abs is %u", GetCasterGUID(), GuidHigh2TypeId(GUID_HIPART(GetCasterGUID())), m_target->GetGUIDLow(), m_target->GetTypeId(), pdamage, GetId(),absorb); @@ -5648,7 +5650,7 @@ data << uint32(GetId()); data << uint32(1); data << uint32(m_modifier.m_auraname); - data << (uint32)pdamage; + data << (uint32)realdamage; data << (uint32)GetSpellSchoolMask(GetSpellProto()); // will be mask in 2.4.x data << (uint32)absorb; data << (uint32)resist; @@ -5657,11 +5659,11 @@ Unit* target = m_target; // aura can be deleted in DealDamage SpellEntry const* spellProto = GetSpellProto(); - pCaster->DealDamage(m_target, (pdamage <= absorb+resist) ? 0 : (pdamage-absorb-resist), &cleanDamage, DOT, GetSpellSchoolMask(GetSpellProto()), GetSpellProto(), true); + pCaster->DealDamage(m_target, realdamage, &cleanDamage, DOT, GetSpellSchoolMask(GetSpellProto()), GetSpellProto(), true); // DO NOT ACCESS MEMBERS OF THE AURA FROM NOW ON (DealDamage can delete aura) - pCaster->ProcDamageAndSpell(target, PROC_FLAG_HIT_SPELL, PROC_FLAG_TAKE_DAMAGE, (pdamage <= absorb+resist) ? 0 : (pdamage-absorb-resist), GetSpellSchoolMask(spellProto), spellProto); + pCaster->ProcDamageAndSpell(target, PROC_FLAG_HIT_SPELL, PROC_FLAG_TAKE_DAMAGE, realdamage, GetSpellSchoolMask(spellProto), spellProto); break; } case SPELL_AURA_PERIODIC_LEECH: @@ -5757,6 +5759,8 @@ pCaster->CalcAbsorbResist(m_target, GetSpellSchoolMask(GetSpellProto()), DOT, pdamage, &absorb, &resist); + pdamage = (pdamage <= absorb+resist) ? 0 : pdamage - absorb - resist; + if(m_target->GetHealth() < pdamage) pdamage = uint32(m_target->GetHealth()); @@ -5765,12 +5769,11 @@ pCaster->SendSpellNonMeleeDamageLog(m_target, GetId(), pdamage, GetSpellSchoolMask(GetSpellProto()), absorb, resist, false, 0); - Unit* target = m_target; // aura can be deleted in DealDamage SpellEntry const* spellProto = GetSpellProto(); float multiplier = spellProto->EffectMultipleValue[GetEffIndex()] > 0 ? spellProto->EffectMultipleValue[GetEffIndex()] : 1; - uint32 new_damage = pCaster->DealDamage(m_target, (pdamage <= absorb+resist) ? 0 : (pdamage-absorb-resist), &cleanDamage, DOT, GetSpellSchoolMask(GetSpellProto()), GetSpellProto(), false); + uint32 new_damage = pCaster->DealDamage(m_target, pdamage, &cleanDamage, DOT, GetSpellSchoolMask(GetSpellProto()), GetSpellProto(), false); // DO NOT ACCESS MEMBERS OF THE AURA FROM NOW ON (DealDamage can delete aura) something of this is already fixed in procflag patch - but afaik not DoTs, leechs and environmental damage
  19. What bug does the patch fix? What features does the patch add? Resilience reduce amount of mana drained or burned by mana draining effects. For which SubVersion revision was the patch created? 5806 Is there a thread in the bug report section? If yes, please add a link to the thread. http://getmangos.eu/community/viewtopic.php?id=24702 Who has been writing this patch? Please include either forum user names or email addresses. Arthorius pastebin
  20. http://getmangos.eu/community/showthread.php?11659-[crash]-_chkstk-again&p=98296&viewfull=1#post98296
  21. So I am trying to create my MaNGOS server. Everything is going great, how ever I can not get the SD query's to go, the sql files in my "ScriptDevSource" Folders, according to http://getmangos.eu/community/viewtopic.php?id=7318 I am supposed to open the SQL's in the "ScriptDevSource" Folder in notepad, paste it into the query window and execute it. I try to execute but it wont change any tables? According to SQLYog... 0 row(s) affected Execution Time : 00:00:00:000 Transfer Time : 00:00:00:000 Total Time : 00:00:00:000 --------------------------------------------------- 0 row(s) affected Execution Time : 00:00:00:078 Transfer Time : 00:00:00:000 Total Time : 00:00:00:078 --------------------------------------------------- 0 row(s) affected Execution Time : 00:00:00:000 Transfer Time : 00:00:00:000 Total Time : 00:00:00:000 --------------------------------------------------- 0 row(s) affected Execution Time : 00:00:00:078 Transfer Time : 00:00:00:000 Total Time : 00:00:00:078 --------------------------------------------------- 0 row(s) affected Execution Time : 00:00:00:000 Transfer Time : 00:00:00:000 Total Time : 00:00:00:000 --------------------------------------------------- 0 row(s) affected Execution Time : 00:00:00:062 Transfer Time : 00:00:00:000 Total Time : 00:00:00:062 --------------------------------------------------- 0 row(s) affected Execution Time : 00:00:00:000 Transfer Time : 00:00:00:000 Total Time : 00:00:00:000 --------------------------------------------------- 0 row(s) affected Execution Time : 00:00:00:063 Transfer Time : 00:00:00:000 Total Time : 00:00:00:063 --------------------------------------------------- 0 row(s) affected Execution Time : 00:00:00:000 Transfer Time : 00:00:00:000 Total Time : 00:00:00:000 --------------------------------------------------- 0 row(s) affected Execution Time : 00:00:00:062 Transfer Time : 00:00:00:000 Total Time : 00:00:00:062 ---------------------------------------------------
  22. I use this tutorial http://getmangos.eu/community/showthread.php?7318-Guide-Mangos-Windows-Setup and scriptdev2 does not start .. Help me ..
  23. 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
  24. 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
  25. * 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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