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Everything posted by Auntie Mangos
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Poor rabit can't defend themselves if attacked ? i agree with Schmoozerd on this one, when attacked mob should defend themselves.
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modified previous post
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i need to get working purify, its really slow with valgrind ,.. i will do some valgrind for clean sd2 too (i modified only BT,sunwell,ZA) and first log should be with crash / freez : i did what i described here, and got crash or freez not sure http://getmangos.eu/community/showthread.php?p=56944#post56944 i posted bt from valgrind.core dump + valgrind.log . think its freez cause i had setting 2mins for freeze detector. i am using script in first post, if u could modify it , to generate right files, or what should i do in moment of freez, i can post aditional logs, but need to know how... mine script auto generate core dump+ log file, i just du bt full on that core file
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Yeeepee offtopic. I think that MaNGOS was first born in russia, the community has started there and that's why mangos.ru is that active. I don't know the why of an international MaNGOS creation, probably a sucessfull try to spread knoledge and bring new dev to the project, or simply a suggestion made by non-russian dev. Should ask the friendly sheep. As for the main discussion, there is a lto of thread concerning Database in the upgrades parts (as for that, i don't think updates should be there because most "updates" are concerning core modification which have a section) ie. this thread. there is definitely something to do about forum organisation now that we know which part is really usefull and where get what.
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My project's topic was deleted too and I have no idea why. Old url: http://getmangos.eu/community/viewtopic.php?id=12096
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I think, you have this ussue only with loot-condition rules, not all master loot. http://getmangos.eu/community/showthread.php?12152-BUG-Group-loot-mode-is-ignored&highlight=
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PM me or post in the µManager thread here or post in the 3rd party forums here. This forum isn't the right place for it
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Bug: Heirloom weapons such as Dignified Headmaster's Charge were not giving spell power bonuses when equiped. Mangos Version: 8407 UDB Version: 382 Bug Report: None (though I mentioned something here.) Author: me (Antonio593) This is in player.cpp @@ -6695,10 +6695,20 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl ApplySpellDamageBonus(int32(val), apply); break; } } + // Apply Spell Power from ScalingStatValue if set + if (ssv) + { + if (int32 spellbonus = ssv->getSpellBonus(proto->ScalingStatValue)) + { + ApplySpellHealingBonus(spellbonus, apply); + ApplySpellDamageBonus(spellbonus, apply); + } + } + // If set ScalingStatValue armor get it or use item armor uint32 armor = proto->Armor; if (ssv) { if (uint32 ssvarmor = ssv->getArmorMod(proto->ScalingStatValue))
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What bug does the patch fix? What features does the patch add? This patch would fix the Night Elf racial Wisp Spirit (20585). For which repository revision was the patch created? 7740 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=7740 diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp index 863c01d..b588bb1 100644 --- a/src/game/SpellMgr.cpp +++ b/src/game/SpellMgr.cpp @@ -1170,6 +1170,11 @@ bool SpellMgr::IsNoStackSpellDueToSpell(uint32 spellId_1, uint32 spellId_2) cons (spellInfo_2->Id == 52950 && spellInfo_1->Id == 52707) ) return false; + // Regular and Night Elf Ghost + if( (spellInfo_1->Id == 8326 && spellInfo_2->Id == 20584) || + (spellInfo_2->Id == 8326 && spellInfo_1->Id == 20584) ) + return false; + break; } case SPELLFAMILY_WARRIOR:
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What bug does the patch fix? What features does the patch add? Related to : http://getmangos.eu/community/viewtopic.php?id=5205 "When you learn a profession you get all ranks of it's profession spell(For example Toughness)" About Thougness cumulative ranks effect : @bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step) Need to activated new spells if player gets 75 or 150 or 225 or 300 or 375 skill's points Note : this code support SkillGain.Gathering default value changes in mangosd.conf @ void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 value ) learn spell if player has enought skill's points For which repository revision was the patch created? 6995 Who has been writing this patch? Please include either forum user names or email addresses. Index: src/game/Player.cpp =================================================================== --- src/game/Player.cpp (revision 205) +++ src/game/Player.cpp (working copy) @@ -4789,6 +4789,15 @@ new_value = MaxValue; SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue)); + uint32 SkillLevels[]={75,150,225,300,375,450}; + for(uint32 j = 0; j < sizeof(SkillLevels)/sizeof(uint32) - 1; j++) + { + if((SkillValue < SkillLevels[j] && new_value >= SkillLevels[j])) + { + learnSkillRewardedSpells( (GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF), SkillLevels[j]); + break; + } + } GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL); sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0); return true; @@ -5046,7 +5055,7 @@ (*i)->ApplyModifier(true); // Learn all spells for skill - learnSkillRewardedSpells(id); + learnSkillRewardedSpells(id, 1); return; } } @@ -17993,7 +18002,7 @@ } } -void Player::learnSkillRewardedSpells(uint32 skill_id ) +void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value ) { uint32 raceMask = getRaceMask(); uint32 classMask = getClassMask(); @@ -18002,6 +18011,7 @@ SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j); if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL) continue; // Check race if set if (pAbility->racemask && !(pAbility->racemask & raceMask)) continue; @@ -18012,7 +18022,10 @@ if (sSpellStore.LookupEntry(pAbility->spellId)) { // Ok need learn spell - learnSpell(pAbility->spellId); + if(skill_value - pAbility->req_skill_value >= 75) + { + if(pAbility->req_skill_value > 1 && skill_value > 1) + removeSpell(pAbility->spellId); + } + else + learnSpell(pAbility->spellId); } } } @@ -18026,7 +18039,7 @@ uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF; - learnSkillRewardedSpells(pskill); + learnSkillRewardedSpells(pskill, 1); } } Index: src/game/Player.h =================================================================== --- src/game/Player.h (revision 205) +++ src/game/Player.h (working copy) @@ -1745,7 +1745,7 @@ uint16 GetPureSkillValue(uint32 skill) const; // skill value int16 GetSkillTempBonusValue(uint32 skill) const; bool HasSkill(uint32 skill) const; - void learnSkillRewardedSpells( uint32 id ); + void learnSkillRewardedSpells( uint32 id, uint32 value ); void learnSkillRewardedSpells(); void SetDontMove(bool dontMove);
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Quick and dirty GIT Guide!
Auntie Mangos replied to Auntie Mangos's topic in OldSource code management
thanks figured it now... u have to do git commit -a and then u can do git pull -
[Patch] Auction House Bot (Xeross' Branch)
Auntie Mangos replied to Auntie Mangos's topic in OldCore modifications
Hi there! Can you people tell me if Part 24 needs any changes about the installation of the AHBot... It was working perfectly when i wrote it ....about 7 month's ago... i just want to keep the information up to date http://getmangos.eu/community/viewtopic.php?id=13121&p=2 Thank you -
Double post. We do not like post spamming.
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Vlad, would you mind answerring this post about AuraHolder as well?
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Yep, I have read http://getmangos.eu/community/viewtopic.php?id=14420 and I have truncate that tables, also tell the player to delete WTF folder, but this seems to be a infinite loop at login, in that post server crashes, it didn't get freezed I will check a couple of things in the code and tomorrow I will post my findings. EDIT: Now I think it's not related anyway with login, that output is created for people that tries to log in after the freeze starts, I will research more.
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I've only tested with groups of characters from the same alliance and I do not have this issue. (GameType = 0) Are you trying to make a group with opposing alliances (ex: human+undead)? Edit: If your issue is with two-sided groups (which is what it sounds like) There's this thread with a "patch" http://getmangos.eu/community/showthread.php?7910-PATCH-Horde-amp-Alliance-grouping-trade, However some people are saying it no longer works with new revisions while others claim it does. I have not tried that patch personally, and don't plan to, as it has a few things that seem weird. In order to make the opposing factions friendly it changes the faction of the player to the faction of the target, which if that does not get reverted back you risk loosing faction dependent features like quests/items/mounts etc Edit 2: Here's a more current thread with a different patch that seems to work http://getmangos.eu/community/showthread.php?8841-PATCH-Ally-amp-Horde-in-the-same-group-(Updated)
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http://getmangos.eu/community/viewtopic.php?id=4579
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Perhaps even not in positive ... see http://getmangos.eu/community/showpost.php?p=64060&postcount=24 (this check is preventing lifebloom final heal from getting bonus from spellpower)
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What bug does the patch fix? What features does the patch add? This fixes a problem with shapeshift/stance triggered spells (as triggered by spell_learn_spell data and HandleShapeshiftBoosts) being casted multiple times on relog when a stance is active. For which repository revision was the patch created? 8407 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=9692 Who has been writing this patch? Please include either forum user names or email addresses. Myself I think the best solution for this is to sort the spells which are in both spell_learn_spell and HandleShapeshiftBoosts into one or the other, but not both. The spells with stance/form requirements in the client files I kept in spell_learn_spell and removed from the shapeshift boosts, because they will only be active when the required form is applied anyway. The spells without form requirements, I removed from spell_learn_spell and kept in HandleShapeshiftBoosts. Spells removed from spell_learn_spell and kept in HandleShapeshiftBoosts: (5420, -- Tree of Life 5419, -- Travel Form 21178, -- Bear Form & Dire Bear Form (shared) 21156, -- Battle Stance 7376, -- Defensive Stance 7381, -- Berserker Stance 33948, 34764); -- Flight Form Spells removed from HandleShapeshiftBoosts and kept in spell_learn_spell: (3025, -- Cat Form 5421, -- Aquatic Form 1178, -- Bear Form (unique) 9635, -- Dire Bear Form (unique) 24905); -- Moonkin Form PATCH: CORE SQL: DELETE FROM `spell_learn_spell` WHERE SpellId IN (5420, 5419, 21178, 21156, 7376, 7381, 33948, 34764);
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[mangos-0.12][fix]Wound Poison Stacking effect.
Auntie Mangos replied to Auntie Mangos's topic in ... rejectedOld
I'm very certain Wound Poison is working in the master branch. It was apparently unable to be ported: http://getmangos.eu/community/showpost.php?p=65909&postcount=87 This would just fix the 0.12 branch since I believe it has been fixed. I can run a few tests on the master branch to double check it's fixed there, but I do believe it has been. -
(Request) 3.3.3a Dev/master branch (noob question)
Auntie Mangos replied to Auntie Mangos's topic in OldGeneral discussion
I did search the forums and google but i must of been seaching the wrong thing but thanks
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