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Everything posted by Auntie Mangos
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Seems to be more and more incompatible with each new revision, anyone know a working Revision where the Patch can be at least manually still with some modifications applied? I tested it here with one of the later revisions but got a few issues http://getmangos.eu/community/showthread.php?8896-mtmaps-%28OpenMP%29&p=106912&viewfull=1#post106912
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Still bugged in revision 9105. Hunter's Mark http://www.wowhead.com/?spell=53338 Hunter recieve against that target 500 attackpower/ 750 with talent and glyph, but it's not working.
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Hi, while I completely agree with that fact that .send mail is ineffective, there is currently a patch you can apply to your core to make this work. It can be found here: http://getmangos.eu/community/showthread.php?10345-[PATCH]-Official-GM-Mail-%28GM-Item-or-GM%29 It'll make it so that you can send out mail from the mailbox default with a Blizz@rd stationary going out as "Customer Support"
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Patch in THIS THREAD. Moderator, please close this topic.
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Maybe have a look here: http://getmangos.eu/community/viewtopic.php?id=10380
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What bug does the patch fix? What features does the patch add? - Allow scripting AI for pets/guardians if exist - needed in spells like mirror image, Summon Gargoyle, Snake trap, etc. This used to be part of http://getmangos.eu/community/viewtopic.php?id=10150 split due to request. For which repository revision was the patch created? 8526 Who has been writing this patch? Please include either forum user names or email addresses. Me Patch: diff --git a/src/game/CreatureAISelector.cpp b/src/game/CreatureAISelector.cpp index e446f72..4cfd8e3 100644 --- a/src/game/CreatureAISelector.cpp +++ b/src/game/CreatureAISelector.cpp @@ -32,10 +32,9 @@ namespace FactorySelector { CreatureAI* selectAI(Creature *creature) { - // Allow scripting AI for normal creatures and not controlled pets (guardians and mini-pets) - if ((!creature->isPet() || !((Pet*)creature)->isControlled()) && !creature->isCharmed()) - if(CreatureAI* scriptedAI = Script->GetAI(creature)) - return scriptedAI; + // Try to get scripting AI first - go on only if there is none assigned + if(CreatureAI* scriptedAI = Script->GetAI(creature)) + return scriptedAI; CreatureAIRegistry &ai_registry(CreatureAIRepository::Instance());
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If i may then... Original report date: 02-11-2009, 09:12 PM and still broken? :confused:
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no good idea, better change forum registration to insert account data into realmd.accounts, too Edit: maybe this thread will help you http://getmangos.eu/community/viewtopic.php?id=11219&highlight=vbulletin
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[fix][dev]Fingers of Frost, Aura 262
Auntie Mangos replied to Auntie Mangos's topic in ... acceptedOld
Sry, what the problem we have with vanish? Add Scary add this part to soure with error + //Check Caster for combat + if(m_caster->isInCombat() && IsNonCombatSpell(m_spellInfo) && !m_caster->isIgnoreUnitState(m_spellInfo) + && !m_spellInfo->SpellFamilyFlags & SPELLFAMILYFLAG_ROGUE_STEALTH && m_spellInfo->SpellFamilyFlags & SPELLFAMILYFLAG_ROGUE_VANISH) // Vanish hack + return SPELL_FAILED_AFFECTING_COMBAT; -
http://getmangos.eu/community/viewtopic.php?id=269&highlight=lexics
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I know. Was just pointing it out for resinate. I had this page open for several hours, and didn't notice you had already answered when I wrote my reply.
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What bug does the patch fix? What features does the patch add? Attack power, as of Client Switch 3.0.3 should affect both Melee & Ranged. For which repository revision was the patch created? [7102]--- Tested and Works on [7102.....7177......7252...7255] Is there a thread in the bug report section or at lighthouse? Number 1 Number 2 Who has been writing this patch? goodbadguy In player.cpp line 6729 - 6735 case ITEM_MOD_ATTACK_POWER: HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply); + HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply); break; case ITEM_MOD_RANGED_ATTACK_POWER: HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply); break;
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http://getmangos.eu/community/showthread.php?p=48514#post48514 My patch in current state: 1. Speedhack fixed - compare last and current position from movement packets, and check current speed and time between packets. Overping checks are currently exists in mangos core: # MaxOverspeedPings # Maximum overspeed ping count before player kick (minimum is 2, 0 used for disable check) # Default: 2 2. Teleportation fixed - same way as speedhack (compare coords and checking teleport events). 3. Flying fixed by checking MOVEMENTFLAG_CAN_FLY, MOVEMENTFLAG_FLYING and MOVEMENTFLAG_FLYING2 flags and current auras. On this moment I don't see anything that send only MOVEMENTFLAG_SWIMMING for flying. 4. Mountain climbing partialy fixed by checking tangent of angle between horizontal plane and movement vector of player (the maximum climbing angle in client is 57 degree (it's empirical value)). Gravity and jump heigth not yet implemented, because it's need too many system resources to check (VMAP). 5. Water Breathing - not implemented. 6. No Fall Damage - fixed with alternative falltime calculation on serverside. 7. Undetectable From the Server Side - confirm, it's undetectable
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When MaNGOs made the change from using Subversion to Git, I was [em]very[/em] lost! Thanks to the many helpful people we have here in our community, I conquered my confusion, adding and merging branches like an old pro in no time at all. Although my questions at the time were specifically about MaNGOS 0.12, now called MaNGOS One, the principles and techniques still apply to just about any MaNGOS. You can read this informative thread here... I just don't "Git" it at all There's dozens of other useful topics on using Git in the Source code management section of these forums. I hope these will help you.
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autoconf error
Auntie Mangos replied to Auntie Mangos's topic in OldInstallation, configuration & upgrades
In this post I gave a suggestion of a way to install cmake 2.8.0 on Ubuntu: http://getmangos.eu/community/post/131765/#p131765 This should work for the other systems in a similar way -
Mangos Version: [10578] Clean Custom Patches: NONE SD2 Version: NONE Database Name and Version : YTDB 566 http://pastebin.com/MMY1pymi http://pastebin.com/ZMbE3tGe Only happens with locales_gameobject and locales_page_text tables. I try with Client [ruRu] and works properly but with [esMX] and [esES] server crash on login. ¿Any ideas? charset is properly setted to UTF-8 Edit: Problem related to http://getmangos.eu/community/viewtopic.php?pid=126137#p126137
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http://getmangos.eu/community/viewtopic.php?id=14386&p=118053&viewfull=1#post118053
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What bug does the patch fix? What features does the patch add? fixes Master Poisoner For which repository revision was the patch created? 9006 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=96585#post96585 Who has been writing this patch? Please include either forum user names or email addresses. me(posted my old one from mangos.ru) diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 5246d91..ee0443e 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -559,12 +559,31 @@ void Spell::EffectSchoolDMG(uint32 effect_idx) // count consumed deadly poison doses at target if (poison) { + bool needConsume = true; uint32 spellId = poison->GetId(); uint32 doses = poison->GetStackAmount(); if (doses > combo) doses = combo; - for (int i=0; i< doses; i++) - unitTarget->RemoveSingleSpellAurasFromStack(spellId); + + // Master Poisoner + Unit::AuraList const& auraList = ((Player*)m_caster)->GetAurasByType(SPELL_AURA_MOD_DURATION_OF_EFFECTS_BY_DISPEL); + for(Unit::AuraList::const_iterator iter = auraList.begin(); iter!=auraList.end(); ++iter) + { + if( (*iter)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_ROGUE && (*iter)->GetSpellProto()->SpellIconID == 1960) + { + uint32 chance = (*iter)->GetSpellProto()->CalculateSimpleValue(2); + + if(chance && roll_chance_i(chance)) + needConsume = false; + + break; + } + } + + if(needConsume) + for (int i=0; i< doses; i++) + unitTarget->RemoveSingleSpellAurasFromStack(spellId); + damage *= doses; damage += int32(((Player*)m_caster)->GetTotalAttackPowerValue(BASE_ATTACK) * 0.09f * doses); }
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confirmed it works nicely, please developers to add patch to review
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When http://getmangos.eu/community/viewtopic.php?id=7532 gets finished you probably just need to add some sql updates to fix this.
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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
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http://getmangos.eu/community/viewtopic.php?id=24543
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http://getmangos.eu/community/post/129249/#p129249 is not a part of the patch
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* What bug does the patch fix? What features does the patch add? Fixed displaying of the raid difficulty mode (small number below the area name in minimap). * For which repository revision was the patch created? 9851 * Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. related to http://getmangos.eu/community/showthread.php?12358-raid-bug * Who has been writing this patch? Please include either forum user names or email addresses. darkstalker diff --git a/src/game/Player.cpp b/src/game/Player.cpp index ad13aae..495b348 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -19312,7 +19312,7 @@ void Player::SendInitialPacketsBeforeAddToMap() SendTalentsInfoData(false); data.Initialize(SMSG_INSTANCE_DIFFICULTY, 4+4); - data << uint32(0); + data << uint32(GetMap()->GetDifficulty()); data << uint32(0); GetSession()->SendPacket(&data);
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