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Auntie Mangos

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Everything posted by Auntie Mangos

  1. i downloaded latest repo from 0.12 branch but every time i exit bg i got a crash.... help
  2. Hi beater07, the reported problem is solved by using vmaps, which enables line of sight. Check vmap.enableLOS and vmap.enableHeight on mangosd.conf file. To learn how to extract vmaps, check tutorial here. Look for "Build the Vmap Files" section. The pathfinding is a different problem, and is being discussed here: Path Finding For Mobs, Start your development here[/b]http://getmangos.eu/community/viewtopic.php?id=21565 Hope it helps, chaos
  3. I think he talk about http://getmangos.eu/community/topic/16039/new-build-system-used-by-mangos-master/We have'nt got any 'say "Thank you"' option but you and Kicho already thanked him.
  4. http://getmangos.eu/community/viewtopic.php?id=10618 Thanks but i Look after a Simple Announcer, this one looks like a Big Core modification. And i dont know how to Add this into Core, i dont like git realy
  5. What bug does the patch fix? What features does the patch add? Fixed spell "Doom". For which repository revision was the patch created? 9086 Is there a thread in the bug report section or at lighthouse? http://getmangos.eu/community/viewtopic.php?id=1739 http://getmangos.eu/community/viewtopic.php?id=2899 Who has been writing this patch? Please include either forum user names or email addresses. Me diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index 8cac57a..1339b90 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -1313,6 +1313,7 @@ void Spell::SetTargetMap(uint32 effIndex, uint32 targetMode, UnitList& targetUni { switch(m_spellInfo->Id) { + case 31347: // Doom case 33711: // Murmur's Touch case 38794: // Murmur's Touch (h) unMaxTargets = 1;
  6. sure, thats why i need someone skilled from DEVs(cause i trust them) so i give them access and they will setup purifiy..) i googled everything, it just dont work:( and to : painejake thank for that info to minimize lag, i frogot theres this settings
  7. I've been able to reproduce this as well and I did a little research on this, hope it's correct. There has been a similar bug report ( http://getmangos.eu/community/viewtopic.php?id=14663 ) mentioning things like "DM: Greatness" trinket and a certain commit (d55650ae) fixing that. That sure fixed the mentioned trinket (which I managed to fix with proper procFlags even without that commit), but it didn't do anything to Earth Shield or other trinkets (for example spell 60063 and it's proc spell). I believe I know the cause for this. I was unable to override the proc for spell 974, the server just kept ignoring my spell_proc_event entry for it. I don't really know why. Perhaps commit 4d7b773f4 is able to fix that. Perhaps it was the proc system rewrite (b2260d2e0), perhaps it was something else, I believe the cause of this "proc from everything" might be in generic IsPositiveSpell() check on PROC_FLAG_SUCCESSFUL_POSITIVE_SPELL (which is - by code comment - meant to proc only for heals) that triggers the proc on every positive spell cast (like mount, minipet, ...) instead of heals. That is no problem for Earth Shield (which is supposed to proc only on damage taken), but it is indeed a problem for trinkets like DM: Greatness, which - on a pretty recent (4d7b773f4) revision - does not proc from heals (because it would make it, presumably, proc from all other positive spells as well). I can't think of any non-heal positive spell that needs a proc flag entry. And if there is such a spell, it should be probably separated from "heal proc" / handled in code. Just my guess, I've not written the code, so I can't make clear statements.
  8. are you sure if author is Nyaa? https://mangos.lighthouseapp.com/projects/18208-mangos/tickets/370-9098-prowl-and-stealth-applies-as-debuff#ticket-370-2 http://github.com/insider42/mangos/commit/7f5310bdf8bd1cd2f9d6020b391254cb647a12a6 http://getmangos.eu/community/showthread.php?11815-Stealth-buged&p=98469&viewfull=1#post98469 anyway i already mention this is "possible" fix, but it works
  9. that seems another thing (more complex) anyone know if the client supports re-connecting to another server at battleground join? just guessing on how retails implemented it
  10. * What bug does the patch fix? What features does the patch add? Fix Haunt do heal at the end of the effect. * For which repository revision was the patch created? 8472. * 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=9341 * Who has been writing this patch? Please include either forum user names or email addresses. Astellar. http://www.wowhead.com/?spell=59164 diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index 4cd2aaf..e12b6c7 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -1081,6 +1081,13 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target) if (m_canTrigger && missInfo != SPELL_MISS_REFLECT) caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, addhealth, m_attackType, m_spellInfo); + Unit::AuraList Aur = unitTarget->GetAurasByType(SPELL_AURA_DUMMY); + for (Unit::AuraList::iterator iter = Aur.begin(); iter != Aur.end(); ++iter) + { + if ((*iter)->GetId() == m_spellInfo->Id && (*iter)->GetCasterGUID() == caster->GetGUID()) + (*iter)->SetHealingDoneBySpell(addhealth); + } + int32 gain = caster->DealHeal(unitTarget, addhealth, m_spellInfo, crit); unitTarget->getHostilRefManager().threatAssist(caster, float(gain) * 0.5f, m_spellInfo); } @@ -1103,6 +1110,13 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target) // Do triggers for unit (reflect triggers passed on hit phase for correct drop charge) if (m_canTrigger && missInfo != SPELL_MISS_REFLECT) caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, damageInfo.damage, m_attackType, m_spellInfo); + + Unit::AuraList Aur = unitTarget->GetAurasByType(SPELL_AURA_DUMMY); + for (Unit::AuraList::iterator iter = Aur.begin(); iter != Aur.end(); ++iter) + { + if ((*iter)->GetId() == m_spellInfo->Id && (*iter)->GetCasterGUID() == caster->GetGUID()) + (*iter)->SetDamageDoneBySpell(damageInfo.damage); + } caster->DealSpellDamage(&damageInfo, true); diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index df1cd54..a6b6f4e 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -2405,6 +2405,18 @@ void Aura::HandleAuraDummy(bool apply, bool Real) } case SPELLFAMILY_HUNTER: break; + case SPELLFAMILY_WARLOCK: + { + if (GetSpellProto()->SpellIconID == 3172 && GetSpellProto()->SpellFamilyFlags & 0x4000000000000LL) + { + if (!apply) + { + int32 bp0 = m_damageDoneBySpell * m_modifier.m_amount / 100; + caster->CastCustomSpell(caster,48210,&bp0,NULL,NULL,true); + } + } + break; + } case SPELLFAMILY_SHAMAN: { // Improved Weapon Totems diff --git a/src/game/SpellAuras.h b/src/game/SpellAuras.h index f0767e2..3c39fcb 100644 --- a/src/game/SpellAuras.h +++ b/src/game/SpellAuras.h @@ -295,6 +295,9 @@ class MANGOS_DLL_SPEC Aura virtual void Update(uint32 diff); void ApplyModifier(bool apply, bool Real = false); + void SetDamageDoneBySpell(int32 damage) { m_damageDoneBySpell = damage; } + void SetHealingDoneBySpell(int32 healing) { m_healingDoneBySpell = healing; } + void _AddAura(); void _RemoveAura(); @@ -336,6 +339,9 @@ class MANGOS_DLL_SPEC Aura uint64 m_castItemGuid; // it is NOT safe to keep a pointer to the item because it may get deleted time_t m_applyTime; + int32 m_damageDoneBySpell; + int32 m_healingDoneBySpell; + int32 m_currentBasePoints; // cache SpellEntry::EffectBasePoints and use for set custom base points int32 m_maxduration; // Max aura duration int32 m_duration; // Current time Thank you.
  11. Here is a new version for actual release:http://getmangos.eu/community/viewtopic.php?id=9794
  12. You can use mine. http://getmangos.eu/community/viewtopic.php?id=5174 Latest version on last page.
  13. git://github.com/missproject/mangos.git interfactionpatch '>http://http://getmangos.eu/community/viewtopic.php?id=7910'][url="http://getmangos.eu/community/viewtopic.php?id=7910"]Horde & Alliance grouping : [/url]trades, grouping, healing, enchanting in trade window and rez's work. Cheers.
  14. Yep, fixed, sorry I was this week away To eventai SQL : Updated in branch, thanks Triply and Balrok as I know plan to look on it after they finish some BG stuff and AV Implementation
  15. As there are a lot issues that people think cannot be solved in any good way, this thread can serve as a discussion about those problems. Feel free to propose a problem that you don't see any good solution to and when (not if) someone comes up with a solution it can be moved to the first post in the form of a FAQ. What are the most common operations in Git and what do they do ? Clone is for downloading a fresh repo. Fetch is downloading changes without applying them. Merge is merging changes that you've downloaded with existing changes/commits Checkout is switching the source to a specific version (local branch or commit) of it that i've downloaded Reset leaves you on the current branch but changes what the branch "points to". Pull is a shortcut for fetch + merge. Commit is a commit, but always local. Push is sending your local commits to a remote location. How do you view the changelog ? Use the "gitk" command or go to http://github.com/mangos/mangos/commits Gitk only shows the changes on my local branch so how do I view the changes on another ? gitk origin/303-willcrashforsure How do you view only the changes to a particular file ? gitk src/shared/revision_nr.h How do you apply new changes from a remote source (or "update my sources to the latest revision") ? In git, "updating to a new rev" is pulling the changes from origin (the location you cloned from). The command for this is "git pull origin". You can also pull changes from other locations, for example one of the many interesting git branches. Pull means download the changes and merge them with the commits on your local branch so you can merge as many branches as you want, but you may get conflicts and you will have to resolve them. How do you apply a patch ? You can do either "git apply path/to/patch" or if that doesn't work, "patch -d . -p0 < path/to/patch". After one of those, it's recommended that you commit the change locally so if you apply multiple patches you can see them clearly and because merge tools work best when the sources have no uncommitted changes. So do it with: git commit -a -m "Added patch X" How do you update when you have uncommitted changes to your sources ? You can either commit the changes (recommended, read above) or do the following: - "git stash" removes all your uncommitted changes and saves them for later - update to new sources - "git stash apply" restores all your uncommitted changes How do you make a patch / view the diff from all the changes that you've done, committed locally or not ? - view all of the differences between the state of your local branch and that of the remote master branch git diff origin/master - save them to a file as a patch git diff origin/master > file.patch How do you view the contents of a file, as it was in a particular commit ? git cat-file blob HEAD^^:src/shared/revision_nr.h <- two commits before the current HEAD (tip of the local branch) git cat-file blob 93519a34be107b1bd36f2d2fe8af3c03f42bf1f9:src/shared/revision_nr.h <- at a particular commit git cat-file blob origin/303-willcrashforsure:src/shared/revision_nr.h <- in a different branch
  16. Related: http://getmangos.eu/community/topic/16132/cot1-doorways/
  17. http://getmangos.eu/community/topic/84/3rd-party-projects-db-scripting-forks-for-support-different-client-versions/
  18. MaNGOS/0.17.0 (Revision 10450) for MacOSX_x64 (little-endian) Using script library: ScriptDev2 (for MaNGOS 10449+) Revision [1816] 2010-09-06 14:46:47 (Unix) Using World DB: YTDB_0.13.9_R563_MaNGOS_R10434_SD2_R1815_ACID_R305_RuDB_R38.3 Using creature EventAI: ACID 3.0.5 - Full Release for Mangos (3.3.5a Client) How it SHOULD work: 1. Approach mob 2. Aggro mob, either by proximity or by attacking 3. Mob runs to your location and begins attacking How it DOES work: 1. Approach mob 2. Aggro mob, either by proximity or by attacking 3. Mob falls through the floor to the ground level I'm not sure this is as clear as it should be, but basically everything works fine on solid ground. However, once you start climbing buildings, things get a little hairy. For example, in the blood elf starting zone, I go to Falthrien Academy, which is a tower. When I climb up the tower, I target an Arcane Wraith. The Wraith turns to attack me, but falls through the floor down onto the ground below. Then I have to jump off the tower to kill and loot the wraith. I think someone else was having this same problem, but they weren't able to articulate it very well: http://getmangos.eu/community/viewtopic.php?id=15213 Any ideas? Is this a bug in mangos, or is it more likely that I've screwed something up? Thanks a lot! /edit: if it helps, I have vmaps installed and enabled. Here's the vmaps configuration section from my configuration file: # Enable/Disable VMmap support for line of sight and height calculation # Default: 1 (true) # : 0 (false) vmap.enableLOS = 1 vmap.enableHeight = 1 # Map id that will be ignored by VMap # List of ids with delimiter ',' # If more then one id is defined and spaces are included, the string has to be enclosed by " #vmap.ignoreMapIds = "369,0,1,530" vmap.ignoreMapIds = "369" # These spells are ignored for LoS calculation # List of ids with delimiter ',' vmap.ignoreSpellIds = "7720"
  19. What bug does the patch fix? What features does the patch add? The patch add a check before and after enter in a instance, if this instance isn't in combat. TODO: Work on Boss add's after a wipe, some time they still in combat with corpse For which repository revision was the patch created? S00108 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=13298 Who has been writing this patch? Please include either forum user names or email addresses. Me and Emme https://gist.github.com/68b1d946384fcd1ce152
  20. This might help you: http://getmangos.eu/community/showthread.php?10280-patch-dev-pet-stats&highlight=pet+stats
  21. I'll update my repo and patch again, and I'll create a new thread, because this is getting utterly confusing. From now on use the following thread for my branch, this is to avoid confusing with other modifications that exist. [Patch] Auction House Bot (Xeross' Branch)-Auction-House-Bot-%28Xeross-Branch%29"]
  22. What bug does the patch fix? What features does the patch add? removed "behind" check for http://www.wowhead.com/?spell=19263 as it should be on 3.2.2 patch For which repository revision was the patch created? 9780 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=10919 Who has been writing this patch? Please include either forum user names or email addresses. Me diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index ac17d38..5927b07 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -1039,6 +1039,14 @@ void Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask) return; } + // Recheck deflection (only for delayed spells) + if (m_spellInfo->speed && unit->HasAura(19263)) + { + if (realCaster) + realCaster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_DEFLECT); + return; + } + if (unit->GetTypeId() == TYPEID_PLAYER) { ((Player*)unit)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, m_spellInfo->Id); @@ -2608,6 +2616,13 @@ void Spell::cast(bool skipCheck) AddTriggeredSpell(60089); break; } + case SPELLFAMILY_HUNTER: + { + // Deterrence + if (m_spellInfo->Id == 19263) + AddTriggeredSpell(67801); + break; + } case SPELLFAMILY_ROGUE: // Fan of Knives (main hand) if (m_spellInfo->Id == 51723 && m_caster->GetTypeId() == TYPEID_PLAYER && diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp index 697d157..a952f50 100644 --- a/src/game/SpellMgr.cpp +++ b/src/game/SpellMgr.cpp @@ -1718,6 +1718,10 @@ bool SpellMgr::IsNoStackSpellDueToSpell(uint32 spellId_1, uint32 spellId_2) cons (spellInfo_2->SpellFamilyFlags & UI64LIT(0x4)) && (spellInfo_1->SpellFamilyFlags & UI64LIT(0x00000004000)) ) return false; + // Deterrence + if( spellInfo_1->SpellIconID == 83 && spellInfo_2->SpellIconID == 83 ) + return false; + // Bestial Wrath if( spellInfo_1->SpellIconID == 1680 && spellInfo_2->SpellIconID == 1680 ) return false; diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index e16a5d2..5903c79 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -2579,7 +2579,7 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst (const Unit *pVictim, WeaponAttack // parry & block chances // check if attack comes from behind, nobody can parry or block if attacker is behind - if (!pVictim->HasInArc(M_PI_F,this)) + if (!pVictim->HasInArc(M_PI_F,this) && !pVictim->HasAura(19263)) { DEBUG_LOG ("RollMeleeOutcomeAgainst: attack came from behind."); } @@ -2870,23 +2870,13 @@ SpellMissInfo Unit::MeleeSpellHitResult(Unit *pVictim, SpellEntry const *spell, bool canDodge = true; bool canParry = true; - // Same spells cannot be parry/dodge + // Some spells cannot be parry/dodge if (spell->Attributes & SPELL_ATTR_IMPOSSIBLE_DODGE_PARRY_BLOCK) return SPELL_MISS_NONE; - // Ranged attack cannot be parry/dodge only deflect + // Ranged attack cannot be parry/dodge only miss if (attType == RANGED_ATTACK) - { - // only if in front - if (pVictim->HasInArc(M_PI_F,this)) - { - int32 deflect_chance = pVictim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS)*100; - tmp+=deflect_chance; - if (roll < tmp) - return SPELL_MISS_DEFLECT; - } return SPELL_MISS_NONE; - } // Check for attack from behind if (!pVictim->HasInArc(M_PI_F,this)) @@ -2895,7 +2885,8 @@ SpellMissInfo Unit::MeleeSpellHitResult(Unit *pVictim, SpellEntry const *spell, if (GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() == TYPEID_PLAYER) canDodge = false; // Can`t parry - canParry = false; + if (!pVictim->HasAura(19263)) + canParry = false; } // Check creatures flags_extra for disable parry if(pVictim->GetTypeId()==TYPEID_UNIT) @@ -3029,14 +3020,10 @@ SpellMissInfo Unit::MagicSpellHitResult(Unit *pVictim, SpellEntry const *spell) if (rand < tmp) return SPELL_MISS_MISS; - // cast by caster in front of victim - if (pVictim->HasInArc(M_PI_F,this)) - { - int32 deflect_chance = pVictim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS)*100; - tmp+=deflect_chance; - if (rand < tmp) - return SPELL_MISS_DEFLECT; - } + int32 deflect_chance = pVictim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS)*100; + tmp+=deflect_chance; + if (rand < tmp) + return SPELL_MISS_DEFLECT; return SPELL_MISS_NONE; }
  23. I'll test the B1izz@rd stationary one but Vladimir already said in [this thread] that he didn't recommend making the item a way to send mail, and rather a command for it. Either way these are great.
  24. here is announce patch however I'm sure its outdated...if you want it you need to update it (maybe even rewrite) for newest revision... http://getmangos.eu/community/viewtopic.php?id=1710
  25. What bug does the patch fix? What features does the patch add? Related to : http://getmangos.eu/community/viewtopic.php?id=5348 Lava/Water Fixs In order of appear : 1/ - When a player is in water and he isn't underwater (his head is below the water) the breath timer appears and works like player is underwater. - With this it's fixed 2/ - Water in Undercity deal damage like lava - With this it's fixed Maybe other area need to add/remove lava damage mods ? For which repository revision was the patch created? 7009 Who has been writing this patch? Please include either forum user names or email addresses. @@ -18864,15 +18868,15 @@ void Player::UpdateUnderwaterState( Map* m, float x, float y, float z ) uint8 flag1 = m->GetTerrainType(x,y); //!Underwater check, not in water if underground or above water level if (height_z <= INVALID_HEIGHT || z < (height_z-2) || z > (water_z - 2) ) m_isunderwater &= 0x7A; - else if ((z < (water_z - 2)) && (flag1 & 0x01)) + else if ( (z < (water_z - 2)) && ((flag1 & 0x01) || IsInWater()) ) m_isunderwater |= 0x01; //!in lava check, anywhere under lava level - if ((height_z <= INVALID_HEIGHT || z < (height_z - 0)) && (flag1 == 0x00) && IsInWater()) + if ((height_z <= INVALID_HEIGHT || z < (height_z - 0)) && (flag1 == 0x00) && IsInWater() && GetAreaId()!=153) m_isunderwater |= 0x80; } void Player::SetCanParry( bool value ) { Note : it seems that since [7005] lava damage in water related here was fixed Someone can confirm it ?
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