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Everything posted by Auntie Mangos
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[Guide] Mangos Windows Setup
Auntie Mangos replied to a topic in OldInstallation, configuration & upgrades
You seem a bit confused Usual Anti-virus won't block your software Firewall on your server might....but in my experience it didn't, still i've allowed both executable files to be in the firewall allowed software list Check Part 18 and 19 - http://getmangos.eu/community/showthread.php?13121-World-of-Warcraft-Server-for-Windows-Installation-Guide The last thing would be your router blocking the ports...but thats for external connection...internal would be fine... -
http://getmangos.eu/community/showpost.php?p=97789&postcount=7
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What bug does the patch fix? What features does the patch add? Added scaling with attack power or spellpower. For which repository revision was the patch created? 8994 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=2936 Who has been writing this patch? Please include either forum user names or email addresses. Me Link to patch: http://pastebin.com/m53486d87
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to darkenz - http://getmangos.eu/community/viewtopic.php?id=4579
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I like the idea to reduce the data field to what-is-really-needed. But there are several code-snippets and projects around, that use a lot of the current content of the data field. For my part for example I have written a signature generator that extracts armor, hp, mana, different hit and crit ratings. As far as I understand these values should not recieve an own field in the new character table because these values are updates at character login. To calculate values like mana, hp, armor,... such scripts like mine would have to "analyse" the whole character by itself. Calculations for these values are not just additions of values that can be read direcly from the item_template table or others. Class talents and other effects that manipulate these values are pretty much harder to compute... I'm just thinking about supergadgets MBA (http://getmangos.eu/community/viewtopic.php?id=3867).. he must scream in pain when he gets aware of the changes that have to be done... Are there any thoughts about such needs of the information in the current data field?
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You might take a look here how to get timer fixed http://getmangos.eu/community/topic/15722/how-do-you-reset-a-raid-or-lower-the-time/ But my guess is that these insane raid timers is somehow related to these calendar freezes
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why not better use something like this http://getmangos.eu/community/viewtopic.php?id=14757
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Think this is what you're looking for
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Woweur, maybe you run mangos with valgrind, and post logs? it maybe more usefull
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<snip> I looked into this a few days ago, and tracked it down to more or less the same code and the same changes you suggest, but - just as you say - couldn't see any way to proceed without the database being modified. I'm not completely incompetent at database work, but I don't really understand the design/model/layout of the database(s) being used in this project, and I don't want to go messing around with that before I do. Is there any established way of drawing attention to this type of, as you put it, "database todo"? Failing that, is there anywhere I could go to learn about the design (etc.) of the database, aside from the too-dry-and-bare-to-really-be-useful-on-this-level UDB Wiki? I see one obvious problem with this code: when calculating 25000 / (SkillValue - 75), SkillValue can be 75, which would lead to division by zero. Based on the thread you linked to, I think a better - if not necessarily "the correct" - fix for this would be to have a separate case for 'SkillValue >= 375', something like bool Player::UpdateFishingSkill() { sLog.outDebug("UpdateFishingSkill"); uint32 SkillValue = GetPureSkillValue(SKILL_FISHING); int32 chance; uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING); if (SkillValue < 75) { chance = 1000; } else if (SkillValue < 375) { chance = 25000/(SkillValue-50); } else { chance = 25000/(SkillValue-75); } return UpdateSkillPro(SKILL_FISHING,chance,gathering_skill_gain); } which, if I'm understanding things correctly, avoids the "skill chance too high" issue. (There are obviously several other ways to code the exact same result, some of which might be better; I picked this one just because it's probably the most readable.) Any obvious problems with this approach?
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10lettersforthesakeofposting
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Okay, it's been a while and I'm a wordy sort so this could turn out to be a mammoth of a post. I'll try and keep it short. Yes and no. Of course, at level 40 paladins and warriors can wear plate (and hunters and shamans can wear mail). But that is a complicated area. It's not as if at level 40 a warrior is suddenly clad in plate only. It's not as if a plate item is suddenly better than a mail one (and the issue is even more clouded for e.g. hunters who even later on often prefer a great rogue item (leather) over a -possibly lowerlevel- mail one). As a general rule, you want some plate items by 45 (ish) and to more or less be full-plate by level 50. More or less the same for melee shamans. Hunters, healer-paladins, spell/healer shamans are again more difficult. If they're in a group, they're never really meant to be hit, in which case it could be well worth it to exchange a bit of 'useless' armor for better stats. It's a cloudy issue and I haven't (and probably can't) explain it fully, but it's not always clear-cut (depending on class+function) that a lower armor class means the item is automatically 'unfit'. That said, it does enrage some people when e.g. hunters roll on leather, so if nothing else it's certainly a good option to have. Just a silly question - upon death you lose 10% of the item dura (although it used to be 25% and I can't for the life of me remember if that was before or after the latest 1.x patch). Actually, never mind. With your setting of 10%, death could never break an item before it's unequipped, non-issue. And I felt so smart thinking of it, too. Darn fever >< @Kreegoth No quote, but I'll look at those AI you posted and see if I can't add them in. Played around with clothies quite a bit in my time so I should be a fair judge... Should have some time (and a distinct lack of fever) this weekend. Of course, that's assuming none of these busy orc workers beat me to it - Zug zug. Why not a mixed command? /p follow dist [distance] where [distance] is (e.g.) a number between 5 and MAX_FOLLOW_DISTANCE (which I believe is a config setting and/or a declared constant in playerbot/playerbotmgr). OR [distance] is (e.g.) close (say 5), normal (default or 10), far (15), further (25), furthest (MAX_...). bot whispers "I'm now trailing you by # yards" unless it's exactly the value of one of the string variables (regardless of whether a # or string was the actual command), then (e.g.): /p follow dist 10 bot whispers "I'm now trailing you by 10 (normal) yards" Something like that. Just an idea. I've been thinking about this for a while (how many of you have actually gone 1-80 at least once - just a question out of curiosity with no intended condescension), but shouldn't the white-item selling be dynamic? At level 1-6 you barely ever want to sell a white. Hell, you barely ever get a white. At levels 12-20 you're starting to get a fair amount of greens, and with quest rewards should be starting to equip quite a few greens(assuming, of course, the player does quests and wants to take the time to complete his bots' quests as well - easy for kill quests, time consuming for collection quests). Past level 20 you're not going to want many whites, excepting the shoulder position where grays are even acceptable until level 30 (or even higher if no replacement has been found yet). It's pretty much guaranteed by level 40 whites are useless - but I can't for the life of me remember if they even still drop by then. Excepted by this are of course tabards and shirts, but those probably aren't classified as armor anyway. Anyway, just thinking out loud as to whether one setting is enough. On the other hand, if it's not auto-equipped, is a white really worth the effort? The code is out there, as per the licensing it should be pretty obvious nobody has any issues with someone else reusing their code. I certainly don't You're free to toy with autobot as you see fit, or branch off it, or ignore it. I do still plan to work on it myself, but hey, if you get it working first, perhaps I will and perhaps I won't. You mention you might prefer a different method to developing independent bots. Perhaps you'd rather have a look-see at Arena-bg-bots. I took a few looks, couldn't really directly copy code (*sigh* nope, that would've been too easy wouldn't it) but he got it working so there's some good info there. The code is dirty though (not based on mangos but it's a mix of several core modifications), so clear your head, go in knowing things may look and work a bit different and you should be fine. I wouldn't mention it if there wasn't something there Seriously, don't be afraid to create a seperate branch for this. With the idea above, it's generally best to keep things seperate. That way it's clean, it can easily be merged into it's parent tree when it's been confirmed working (and more or less bug-free), and you can easily test that one feature. Of course, we all have our preferences. Some people prefer to keep small changes in a single test branch (although that's what new-ai was created for, if perhaps somewhat mis-named for the purpose - it's probably short for "new playerbotAI code"). In any case, I feel this is a project big enough to warrant it's own branch. Oh, and your chatty bots suggestion sounds great for immersion. Thumbs up Some of you guys have been having fun with github haven't you... 0.o
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Questions about Collision on server
Auntie Mangos replied to Auntie Mangos's topic in OldCore modifications
http://getmangos.eu/community/topic/16244/warden-the-definitive-anticheat-system/ certain spells can only be cast outdoors area entry contains extended information about a part of the map, see the structs defined in DBCStructure.h (most is only relevant client-side) -
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 )
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I'am not sure but this patch can be extended to handle also spell target type 77 ? from what I understood it's matter of sharing some info, mainly target, between different auras from same spell (eg. penance,arcane missile...)
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Dual specialization stills working with this patch? See http://getmangos.eu/community/showthread.php?13601-[bUG]-Dual-Talent
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Just stop using IE Yes - build character stats in Armory code. But I think that these operations will take a lot of time to generate it. PS: Check this thread. May be character stats saving will be added in MaNGOS core.
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Point 2 confirmed http://getmangos.eu/community/viewtopic.php?id=9793 (might give it a bump)
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What bug does the patch fix? What features does the patch add? It makes spell Recently bandage (11196) prevent you from using bandages while active. For which repository revision was the patch created? 8071 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=76735 diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index 5808127..9496143 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -2183,6 +2183,10 @@ void Aura::HandleAuraDummy(bool apply, bool Real) { switch(GetId()) { + // Recently Bandaged + case 11196: + m_target->ApplySpellImmune(GetId(), IMMUNITY_MECHANIC, GetMiscValue(), apply); + return; // Unstable Power case 24658: { diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp index d40864c..61253c0 100644 --- a/src/game/SpellMgr.cpp +++ b/src/game/SpellMgr.cpp @@ -301,6 +301,7 @@ bool IsPositiveEffect(uint32 spellId, uint32 effIndex) { case 28441: // not positive dummy spell case 37675: // Chaos Blast + case 11196: // Recently Bandaged return false; }
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1. Neo is currently working on an implementation of the Warden system, but the current official mangos core does not include Warden.
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What bug does the patch fix? What features does the patch add? Patch restricts usage of Disengage to "in combat use" only For which repository revision was the patch created? [9549] 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?12208-[9082]-Disengage Who has been writing this patch? Please include either forum user names or email addresses. Me patch: src/game/Spell.cpp | 8 ++++++++ 1 files changed, 8 insertions(+), 0 deletions(-) diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index a4a47b5..965c351 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -4885,6 +4885,14 @@ SpellCastResult Spell::CheckCast(bool strict) return SPELL_FAILED_BAD_TARGETS; break; } + case SPELL_EFFECT_LEAP_BACK: + { + if (m_spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER) + if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000400000000000)) // Disengage + if(!m_caster->isInCombat()) + return SPELL_FAILED_CANT_DO_THAT_RIGHT_NOW; + break; + } default:break; } }
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Those who use the code highlighting feature when posting code snippets will probably enjoy that we now have a unified code tag available. Instead of having to use [ highlight=[i]language[/i] ]...code...[ /highlight ] you can now just stay with the good old code tag and use Those who use the code highlight feature when posting code snippets will probably enjoy that we now have a unified code tag available. Instead of having to use [ code=[i]language[/i] ]...code...[ /code ] Enjoy!
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What bug does the patch fix? What features does the patch add? Fix Priest Power Word: Shield and Divine Aegis replacing each other in IsNoStackSpellDueToSpell because of same effect. Fixed with Spell icon check. For which repository revision was the patch created? Should work with latest. Tested and working in 9009. 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=10276 Who has been writing this patch? Please include either forum user names or email addresses. Me Patch diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp index bc98152..aacf9ec 100644 --- a/src/game/SpellMgr.cpp +++ b/src/game/SpellMgr.cpp @@ -1528,6 +1528,10 @@ bool SpellMgr::IsNoStackSpellDueToSpell(uint32 spellId_1, uint32 spellId_2) cons if ((spellInfo_1->Id == 47585 && spellInfo_2->Id == 60069) || (spellInfo_2->Id == 47585 && spellInfo_1->Id == 60069)) return false; + // Power Word: Shield and Divine Aegis + if ((spellInfo_1->SpellIconID == 566 && spellInfo_2->SpellIconID == 2820) || + (spellInfo_2->SpellIconID == 566 && spellInfo_1->SpellIconID == 2820)) + return false; } break; case SPELLFAMILY_DRUID:
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* What bug does the patch fix? What features does the patch add? Creatures shouldn't aggro immediately after player used Vanish * For which repository revision was the patch created? 8159 * 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=79164 * Who has been writing this patch? Please include either forum user names or email addresses. me diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index d0843e6..c4557ee 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -1897,6 +1897,12 @@ void Spell::EffectTriggerSpell(uint32 i) if(((Player*)m_caster)->HasSpellCooldown(spellId)) ((Player*)m_caster)->RemoveSpellCooldown(spellId); + // prevent interrupt message + m_caster->m_currentSpells[CURRENT_GENERIC_SPELL]->finish(); + //inerrupt anything that might aggro creatures again + m_caster->InterruptNonMeleeSpells(true); + + //cast the stealth spell m_caster->CastSpell(m_caster, spellId, true); return; } Seems to work fine, but it's kind of a guess-based correction, so i would welcome any comments. This correction DOESN'T fix interrruption of spells which started before Vanish or Pets that keep attacking through stealth.
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