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Auntie Mangos

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Everything posted by Auntie Mangos

  1. Well Vladimir, i found that ad.exe on the post #67 of this threat. Also i modified the code trying to make it work to get a newest version compiled for me. That doesn't mean that the ad.exe got a modified code on it. It came on the file i downloaded and also that files contains the source code which i tried to compile. Vladi, can you send me your 0004331.map file to see if yours will allow my server to run.
  2. I just tried to change the subject of this thread: http://getmangos.eu/community/topic/15341/patchblood-oath/ i went to the forum (http://getmangos.eu/community/forum/22/-accepted/) and then clicked the "edit" icon there. i set a new subject and clicked "submit". it then loaded the whole forum in that <div> (or whatever it is) and didn't change the topic. is there any other way to change the subject of a thread? (i know there is, but i can't remember )
  3. Hi, If I understand you right, you would like the bots to independently enter the world and play (a robot). This sound like something that paytheo was suggesting here http://getmangos.eu/community/post/130817/#p130817 and beyond the present scope of playerbot. Maybe you could contact him, he was certainly keen on developing an autonomous AI system. Cheers
  4. Now in right forum part Mangos Version: 10500+ Custom Patches: many, but nothing with pets SD2 Version: How it SHOULD work: If a player teleport into BG, Arena, instance or anywhere, your pet should have a name. How it DOES work: If a player teleport into BG, Arena, instance or anywhere, your pet has NO name. The pet is unknow. After a WoW restart the pet has a name. A huge bug with this problem is, that the fightlog also will be buggy, because the pet has no name^^ In this forum part some thoughts. http://getmangos.eu/community/viewtopic.php?id=14049 Thanks for your work to fix this bug
  5. Have a look at http://getmangos.eu/community/viewtopic.php?id=7425 (Maybe one of the persons there can re-upload their patch)
  6. edit: Dalaran Restricted Flight Area Fix //Patch file-> r1 crash found //tested on rev.9626 and failed edit: Patch file-> r2 http://filebeam.com/1f71c512e3966d93255777f58536803f notes: Fixed crash from last rev. tested on rev.9626 edit: Patch file-> r3 http://filebeam.com/e733da84d17b761f1840bba5fae488fb notes: Adds config option in mangos.conf enable/disable - tested on rev.9626 edit: Patch file-> r4 http://filebeam.com/c04c89d7bdfdf3b20587eac108f3bd77 notes: fixed text - tested on rev.9662 edit rev.5 never got uploaded and was lost edit: Patch file-> r6 http://filebeam.com/d3f58f6009be42a8574d95248ffc3176 notes: clean up and fix some bugs with Restricted Flight Area - casting or not casting when it should - (tested on rev.9723) edit: Patch file->r7 http://filebeam.com/65fe71c61b71fcbd183f43a410f464eb notes: Added check for safe zones! + added isGameMaster check - (tested on rev.9723) edit: Patch file->r8 notes: small clean up not uploaded edit: Patch file->r9 http://filebeam.com/f217f455a2148a92955b1c7c1cf54259 notes: more cleaning - (tested on rev.9723) edit: Patch file->r10 http://filebeam.com/3f86506c258131bf6008d303fad3a11a notes: player spam fix - (tested on rev.9730) Rev.10 diff --git a/src/game/Player.cpp b/src/game/Player.cpp index 33875a1..7110508 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -1385,6 +1385,45 @@ void Player::Update( uint32 p_time ) //because we don't want player's ghost teleported from graveyard if(IsHasDelayedTeleport() && isAlive()) TeleportTo(m_teleport_dest, m_teleport_options); + + uint32 DalaranRestrictedFlightArea = sWorld.getConfig(CONFIG_UINT32_DALARAN_RESTRICTED_FLIGHT_AREA); + + if (DalaranRestrictedFlightArea >= 1) + { + if (GetMapId() == 571 && IsInWorld()) + { + if (GetPositionZ() > 640.0 && GetPositionZ() < 700.0 && GetZoneId() == 4395 && GetAreaId() != 4564 && CanFly() && !isGameMaster()) + { + if (!HasAura(58600) && !HasAura(61243)) // Check for Restricted Flight Area and Parachute Visual + { + if ((DalaranRestrictedFlightArea != 2) || + !((GetPositionX()-5886.80f)*(GetPositionX()-5886.80f)+(GetPositionY()-651.28f)*(GetPositionY()-651.28f) < 29.89 || // The Well by the North Bank + (GetPositionX()-5711.05f)*(GetPositionX()-5711.05f)+(GetPositionY()-646.02f)*(GetPositionY()-646.02f) < 37.70 || // The spinning thing in the middle of The Eventide + (GetPositionX()-5816.89f)*(GetPositionX()-5816.89f)+(GetPositionY()-745.91f)*(GetPositionY()-745.91f) < 548.24 || // The grass by The Violet Citadel + GetAreaId() == 4619)) // The Violet Citadel + { + CastSpell(this, 58600, true); + PlayDirectSound(9417, this); + MonsterWhisper("Warning: You've entered a no-fly zone and are about to be dismounted!", GetGUID(), true); + } + } + } + else if (HasAura(58600)) // Restricted Flight Area + { + RemoveAurasDueToSpell(58600); + } + if (HasAura(61243)) // Parachute Visual + { + float x, y, z; + GetPosition(x, y, z); + float ground_Z = GetMap()->GetHeight(x, y, z, true); + if (fabs(ground_Z - z) < 0.1f) + { + RemoveAurasDueToSpell(61243); + } + } + } + } } void Player::setDeathState(DeathState s) diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index 35362de..8c1e83f 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -2509,11 +2509,13 @@ void Aura::HandleAuraDummy(bool apply, bool Real) } case 58600: // Restricted Flight Area { - // Remove Flight Auras - m_target->CastSpell(m_target, 58601, true); - // Parachute - m_target->CastSpell(m_target, 45472, true); + if (GetAuraDuration() == 0) + { + m_target->CastSpell(m_target, 58601, true); // Remove Flight Auras + m_target->CastSpell(m_target, 45472, true); // Parachute Buff + m_target->CastSpell(m_target, 61243, true); // Parachute Visual return; + } } } diff --git a/src/game/World.cpp b/src/game/World.cpp index 30b093a..6fa6960 100644 --- a/src/game/World.cpp +++ b/src/game/World.cpp @@ -592,6 +592,8 @@ void World::LoadConfigSettings(bool reload) setConfig(CONFIG_BOOL_ALL_TAXI_PATHS, "AllFlightPaths", false); + setConfig(CONFIG_UINT32_DALARAN_RESTRICTED_FLIGHT_AREA, "DalaranRestrictedFlightArea", 0); + setConfig(CONFIG_BOOL_INSTANCE_IGNORE_LEVEL, "Instance.IgnoreLevel", false); setConfig(CONFIG_BOOL_INSTANCE_IGNORE_RAID, "Instance.IgnoreRaid", false); diff --git a/src/game/World.h b/src/game/World.h index a4e4f6f..26909a0 100644 --- a/src/game/World.h +++ b/src/game/World.h @@ -177,6 +177,7 @@ enum eConfigUInt32Values CONFIG_UINT32_TIMERBAR_FIRE_GMLEVEL, CONFIG_UINT32_TIMERBAR_FIRE_MAX, CONFIG_UINT32_MIN_LEVEL_STAT_SAVE, + CONFIG_UINT32_DALARAN_RESTRICTED_FLIGHT_AREA, CONFIG_UINT32_VALUE_COUNT }; diff --git a/src/mangosd/mangosd.conf.dist.in b/src/mangosd/mangosd.conf.dist.in index 5d4053f..b7d86f4 100644 --- a/src/mangosd/mangosd.conf.dist.in +++ b/src/mangosd/mangosd.conf.dist.in @@ -506,6 +506,12 @@ LogColors = "" # Default: 0 (false) # 1 (true) # +# DalaranRestrictedFlightArea +# Players that try to fly over Dalaran for more than 10 sec will be dismounted. +# Default 0 (Disabled) +# 1 (Enable.DalaranRestrictedFlightArea) +# 2 (Enable.SafeZones+1) +# # AlwaysMaxSkillForLevel # Players will automatically gain max level dependent (weapon/defense) skill when logging in, leveling up etc. # Default: 0 (false) @@ -687,6 +693,7 @@ StartArenaPoints = 0 InstantLogout = 1 DisableWaterBreath = 4 AllFlightPaths = 0 +DalaranRestrictedFlightArea = 0 AlwaysMaxSkillForLevel = 0 ActivateWeather = 1 CastUnstuck = 1 If you are having problems with the Restricted Flight Area debuff being casted in Krasus' Landing then you might want to look at this. http://getmangos.eu/community/showthread.php?13451-Better-area-detection-for-Krasus-Landing edit: well its not 100% blizzlike but its getting there maybe someone here can help fix some of the things I could not get working so far ----What works so far---- 1.If you are on Krasus' Landing you can mount and fly without being dismounted 2.If you fly into dalaran and you are under 700.0 PositionZ you will be giving Restricted Flight Area debuff and see text and hear sound 3.fly you go back over 700.0 Z || leave dalaran || go to Krasus' Landing - the debuff will be taken off 4.If you don't and the debuff hits 0 you will be dismounted and given a Parachute 5.when you hit the ground the Parachute will taken away ----What does not---- 1.//Text is not sent the way it should edit: - Fixed in r4 ! 2.//Screen should shake when you are given the debuff -- edit: (Does not do this anymore on retail thank you - piroy1337) - It might of never did that but I can't remember lol have not played on retail in over 3-1/2 months 3.There should be places in dalaran where you can land without being dismounted "safe-zones" edit: - Fixed in r7 still needs a little work 4.And some other smaller bugs edit: - most of them have been fixed
  7. can someone tell me how I add two pacths? http://getmangos.eu/community/viewtopic.php?id=5174&highlight=announce http://getmangos.eu/community/viewtopic.php?id=8386&highlight=house sorry for bad english. ... I'm using the google translator. Des Thanks for now.
  8. this post ( http://getmangos.eu/community/showthread.php?p=75655#post75655 ) didn't get so much success, so i post here my attempt to fix this spell. in the database i found: Table spell proc event: -row id: 31242 progflag of rank 5: 131072. the bug of this spell is that it proc only if the player cast eviscerate or rupture, but it don't ptoc on other finishing moves like kidney shot. so, is the spell is working, the solution is only to add there other spell.... but how to do it?
  9. Ehm... I don't post a bug i want to talk about a warrior tank on a mangos server And the screenshot is of my private server and copyright is mine so i can post......... I can't unederstand your action :mad::mad::mad:
  10. In the latest version I've added a new boolean configuration parameter (in the aiplayerbot.conf file): AiPlayerbot.SplineFacing=True Default value is True which means bot will use spline movements to make him facing the enemy which greatly improves visualisation. The issue is that sometimes in melee fight with multiple enemies bot is staying doing nothing. I am really stuck trying to figure out what causes such behaviour. So any help is appreciated! To be able to do so it is recommended to enable debug logging in the mangosd.conf file: LogFileLevel = 3 After so every bot action will be logged in the Server.log file. Moreover, this log can be analysed with java tools I've written (contrib/playerbot-utils/log directory, requres jdk and maven to be built), but unfortunately they won't help in this particular issue Changing the value back to False turns off spline facing so bot will fight better (I think) but client will show them facing in opposite direction (Please see http://getmangos.eu/community/topic/17812/setfacingtoobject-setinfront-and-melee-attack/ for details).
  11. As you know, I tried to support mtmaps part of Derex's ACE patch and made a fork of mangos located here http://github.com/scamp/mangos, mtmaps branch. Some period of time it worked fine, both on linux and win32, see http://getmangos.eu/community/viewtopic.php?id=4461. But now the old mtmaps code does not work since revision 6824 of mangos. The changes done in the way the maps work have broken multithreading. I am not so skillful coder and I do not understand the mangos code structure enough to rewrite the patch. So I' lloking for anybody who can help me with this. I think that a server application must be multithreaded for adequate use if all CPU's present, and to prevent blocking of all process by one part of it, which gives a bit of delay. Apache, MySQL, etc do work in this way. Without this functionality mangos cannot be used in SMP environments and high loads. When main thread is consuming ~99% of single logical CPU, other CPU's are not used, so there is a limit of performance for mangos. For example, a system with Q6600 quad-core Intel CPU can handle about 1000 of users with multithreading, and not more than 250 without multi, and it lags like hell. I was very unhappy when the ACE netcode patch was merged to upstream, but only the network sockets' part. Maybe you can change your decision and will support this part of patch until the new multiprocessing model will be ready?
  12. When you did the merge, did you get any conflicts? The reference that appears to be undeclared, is declared in Reference to REVISION_DB_PLAYERBOTAI Merge conflicts cannot be ignored or the code won't compile. If you want a trouble free build, follow the merge instructions on playerbot wiki Hope this helps ok so i figured out last night my issue while i was at work i think i ignored the revision_sql.h file teaching myself git lol but anyways added the file and rebuilt and all built fine. please dont take this the wrong way lol but i no about the playerbot wiki i pretty much memorized it and got a server running well on that just wanted to new challenge and i have over come it and pretty happy now to get to testing it thanks for telling me my screw up so i could fix it
  13. Hi, I'd like to know how exactly works command .debug setvalue (or getvalue) . I know about this - Syntax: .debug setvalue #field #value #isInt Set the field #field of the selected creature with value #value. If no creature is selected, set the content of your field. Use a #isInt of value 1 if #value is an integer. But how and where can I find some values for #field and #value? Does somebody know some table of those parameters or anthing? I found here on forums this topic http://getmangos.eu/community/viewtopic.p...+setvalue\\ where is a link to summary of some chart of values, but i guess it's out of date cause it doesn't work for me.. (or, I'm stupid , and then pls someone tell me how to use these commands )
  14. Using the search engine would be a great idea, with it you find people asking the same things a few days before. An for the best, there ist already an answer. http://getmangos.eu/community/viewtopic.php?id=15484
  15. As i see forum now not have PMs And some problems not so important for spam by email. So i create this thread in team section. MiLk13 ( http://getmangos.eu/community/profile.php?id=31864 ) who known as active help in mangos-0.12 branch work have problem with access to forum and not have access to old email for password reset. Can be his email replace to [email protected]
  16. salja, maybe you should stop posting the work of others without giving credits to them? http://getmangos.eu/community/showthread.php?9547-[fix]-demonic-circle/page3&highlight=demonic+circle
  17. Hi everyone as mentioned here, I was working on implementing SOAP in MaNGOS. So once again, what is it all about? There are several cases, in which an automated interaction with mangosd is desirable, started from sending items to players up to sending ingame announces from a mobile phone. Up to this patch, there was just the RA console, which was quite uncomfortable. You had to write everything in a socket (including authentication) and then wait for a response - but you didn't know when the response was complete. Was it just a one line response? Are there further lines coming? Has the server gone away? Additionally, the RA console only allowed one connection at a time. So if you want to perform automated actions, you might either have luck and got served, or you got that ugly "Server is busy" message. This patch takes care of these issues * Remove only-one-login limitation from RA * Add a gsoap based SOAP service to mangos * A soap example client script (have a look at the contrib folder) * Some minor fixes on the console experience (print that "mangos>" after the command has finished) As a site note, this patches makes polling tables - as suggested for the "send items per mail from extern" problem - superfluous. Thanks to the wide spread implementation of SOAP, solving this problem boils down to $username = 'ADMINISTRATOR'; $password = 'ADMINISTRATOR'; $host = "localhost"; $soapport = 7878; $command = 'send items Playernumberone "Your items" "Hello Playernumberone, here are your items. Have fun." 192'; $client = new SoapClient(NULL, array( "location" => "http://$host:$soapport/", "uri" => "urn:MaNGOS", "style" => SOAP_RPC, 'login' => $username, 'password' => $password )); try { $result = $client->executeCommand(new SoapParam($command, "command")); echo "Command succeeded! Output: \\n"; echo $result; } catch (Exception $e) { echo "Command failed! Reason: \\n"; echo $e->getMessage(); } The patch is now (from my point of view) feature complete and tested on *nix, but untested on windows. You can get it either by pulling my mangossoap branch or by downloading the patch file if you are not that much git enthusiastic. Any feedback, especially concerning running this patch on windows, is welcome
  18. for eye of acherus need working required vehicles http://getmangos.eu/community/viewtopic.php?id=7952 maybe use
  19. Screenshot removed - please do not post screenshots of copyrighted material. Thread moved to bug reports. and please read this: http://getmangos.eu/community/viewtopic.php?id=7568
  20. http://getmangos.eu/community/viewtopic.php?id=21776 now please, can I kill you?
  21. Little bump in combined version: Author = me, Toinan67, tested on rev 10997 Combined fixes for Bronjahm, original threads: - also updated "my" threads with recentish versions. http://getmangos.eu/community/topic/15116/fix-icc-fos-boss-bronjahm-magics-bane-spell/ (Toinan67) http://getmangos.eu/community/topic/14878/fix-icc-fos-boss-bronjahm-corruptsoulspell/ http://getmangos.eu/community/topic/14876/fix-icc-fos-boss-bronjahm-fearspell/ and this one here Edit - this collection of fixes is obsolete by now, if I am not mistaken, only the part of this topic is still missing From 6da42f4d6b7486f2f9dc0ad24b1a82215fdb6b3d Mon Sep 17 00:00:00 2001 From: Schmoozerd <[email protected]> Date: Sat, 30 Oct 2010 17:36:34 +0200 Subject: [PATCH 1/2] Bronjahm Consume Soul, Corrupt Sould and Fear --- src/game/Spell.cpp | 1 + src/game/SpellAuras.cpp | 4 ++++ src/game/SpellEffects.cpp | 4 ++++ 3 files changed, 9 insertions(+), 0 deletions(-) diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index 11df7b1..24e2eb5 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -1489,6 +1489,7 @@ void Spell::SetTargetMap(SpellEffectIndex effIndex, uint32 targetMode, UnitList& case 38794: // Murmur's Touch (h) case 50988: // Glare of the Tribunal (Halls of Stone) case 59870: // Glare of the Tribunal (h) (Halls of Stone) + case 68950: // Fear (ICC: Forge of Souls) unMaxTargets = 1; break; case 28542: // Life Drain diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index f4b6575..b9f5272 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -2333,6 +2333,10 @@ void Aura::HandleAuraDummy(bool apply, bool Real) } return; } + case 68839: // Corrupt Soul + target->CastSpell(target, 68848, true, NULL, this); + target->CastSpell(target, 68846, true, NULL, this); + return; } // Living Bomb diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 30befc2..a83c1c9 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -6486,6 +6486,10 @@ void Spell::EffectScriptEffect(SpellEffectIndex eff_idx) unitTarget->CastSpell(unitTarget, 66747, true); return; } + case 68861: // Consume Soul (ICC FoS: Bronjahm) + if (unitTarget) + unitTarget->CastSpell(unitTarget, m_spellInfo->CalculateSimpleValue(eff_idx), true); + return; case 69377: // Fortitude { if (!unitTarget) -- 1.7.3.1.msysgit.0 From b271bf3feb3ca6a01d72e46374f6ac6f3b5a7a11 Mon Sep 17 00:00:00 2001 From: Toinan67 <[email protected]> Date: Tue, 11 Jan 2011 18:25:02 +0100 Subject: [PATCH 2/2] Bronjahm - Magic's Bane --- src/game/SpellEffects.cpp | 20 ++++++++++++++++++++ 1 files changed, 20 insertions(+), 0 deletions(-) diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index a83c1c9..92df911 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -373,6 +373,26 @@ void Spell::EffectSchoolDMG(SpellEffectIndex effect_idx) case 67485: damage += uint32(0.5f * m_caster->GetTotalAttackPowerValue(BASE_ATTACK)); break; + //Magic Bane normal (Forge of Souls - Bronjahm) + case 68793: + { + damage += uint32(unitTarget->GetMaxPower(POWER_MANA) / 2); + + if (damage > 10000) + damage = 10000; + + break; + } + //Magic Bane heroic (Forge of Souls - Bronjahm) + case 69050: + { + damage += uint32(unitTarget->GetMaxPower(POWER_MANA) / 2); + + if (damage > 15000) + damage = 15000; + + break; + } } break; } -- 1.7.3.1.msysgit.0
  22. look at this post. http://getmangos.eu/community/showpost.php?p=95550&postcount=597 bulrok started implementing the outdoorpvp system, but he need some help.
  23. Could you please showme where is the spell coefficient for the DD part of unstable affliction? i cant find it.
  24. actually this patch works but the part for disable low spell rank in spellbook is not blizzlike and hardcode. I don't see how to do it ... Vladimir patch is blizzlike but spells aren't remove in spell book : http://getmangos.eu/community/showpost.php?p=54907&postcount=38 in my changes, this bug is fixed but it's in fact quick hack : http://getmangos.eu/community/showpost.php?p=54963&postcount=41 If you use all Vladimir work's && my "void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value )" Professions works
  25. Well what a coincidence. Could you please try this patch and tell me your test results: http://getmangos.eu/community/topic/16855/one-readd-deep-wounds-code Hint: To apply the patch use patch -p1 < filename
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