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Everything posted by Auntie Mangos
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Problem was addressed in the past but didn't get fixed: http://getmangos.eu/community/topic/10818/death-bug/
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Version: One, r1333 (3cf62cdc2831ef742d658dcc910cd6530ae8bda7) Bug: when I go with a hunter to a pet trainer, I can select the "I wish to untrain my pet" option and confirm, but nothing happens. Analysis: this seems to be caused by the [s0361] commit (b31603fc2166d5b61d6687dc9ba06b793c9c105a) that broke things for pets having spells already. The original condition for returning in WorldSession::HandlePetUnlearnOpcode, 'pet->m_spells.size() <= 1' was wrongly translated into 'pet->m_spells.size()'. Edit: a bit late, but I did a search and found this bug report/patch: [fix][0.12]pet talent unlearn. I now also wonder why the original condition included the case where pets have exactly 1 spell? Patch: diff --git a/src/game/PetHandler.cpp b/src/game/PetHandler.cpp index f895367..2d7c269 100644 --- a/src/game/PetHandler.cpp +++ b/src/game/PetHandler.cpp @@ -583,7 +583,7 @@ void WorldSession::HandlePetUnlearnOpcode(WorldPacket& recvPacket) return; } - if (pet->getPetType() != HUNTER_PET || pet->m_spells.size()) + if (pet->getPetType() != HUNTER_PET || !pet->m_spells.size()) return; CharmInfo* charmInfo = pet->GetCharmInfo();
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you obviously didnt look hard enough or in the right place, cos there is The Big FAQ Thread on General support sub forum http://getmangos.eu/community/topic/8512/the-big-faq-thread/ it will answer most of initial questions, also take a look at http://getmangos.eu/wiki/ have fun
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Try this patch http://getmangos.eu/community/showthread.php?12974-[Cosmetic-Patch]-Arena-Rating-and-Personal-Rating-in-mangos-conf
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It's my first patch Rev. 7873 I removed applying spellbonus healing effects for regeneration hp. Spells like Fel Armor or warrior's Blood Craze will not be affected by spellbonus effects as they should (I don't have access to retail servers so correct me if i'm wrong). I don't know if it's the correct way to fix Demonic Aegis bonus for FA but i think it's the simplest. Bug thread: http://getmangos.eu/community/viewtopic.php?id=7879 @@ -5890,20 +5890,36 @@ void Aura::PeriodicTick() // heal for caster damage (must be alive) if(m_target != pCaster && GetSpellProto()->SpellVisual[0]==163 && !pCaster->isAlive()) return; // ignore non positive values (can be result apply spellmods to aura damage - uint32 amount = m_modifier.m_amount > 0 ? m_modifier.m_amount : 0; + float amount = m_modifier.m_amount > 0 ? m_modifier.m_amount : 0; uint32 pdamage; if(m_modifier.m_auraname==SPELL_AURA_OBS_MOD_HEALTH) + { + if (pCaster->getClass() == CLASS_WARLOCK) + { + switch (GetId()) + { + case 28176: + case 28189: + case 47892: + case 47893: + if (m_target->HasAura(30145)) amount = 2.6; + else if (m_target->HasAura(30144)) amount = 2.4; + else if (m_target->HasAura(30143)) amount = 2.2; + break; + default: + break; + } + } pdamage = uint32(m_target->GetMaxHealth() * amount/100); + } else - pdamage = amount; - - pdamage = pCaster->SpellHealingBonus(m_target, GetSpellProto(), pdamage, DOT, GetStackAmount()); + pdamage = pCaster->SpellHealingBonus(m_target, GetSpellProto(), uint32(amount), DOT, GetStackAmount()); sLog.outDetail("PeriodicTick: %u (TypeId: %u) heal of %u (TypeId: %u) for %u health inflicted by %u", GUID_LOPART(GetCasterGUID()), GuidHigh2TypeId(GUID_HIPART(GetCasterGUID())), m_target->GetGUIDLow(), m_target->GetTypeId(), pdamage, GetId()); WorldPacket data(SMSG_PERIODICAURALOG, (21+16));// we guess size
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Mangos Version: 11927 Custom Patches: https://github.com/antiroot/mangos/commit/bffe7293eb44ca9471f04a80442561f9c0aea13e SD2 Version: 2447 Database Name and Version : UDB 403 How it SHOULD work: Player owned pets shouldn't attack owner/player How it DOES work: Player owned pets DO attack owner/player after owner has taken environment/self damage, however they seem to only do a single attack at most I did a quick search and didn't see a similar bug, but sorry if i'm double posting this I do not know when this started happening, but whenever Warlock player takes environment or self inflicted damage (ie falling or fire) the warlocks pet will attempt to attack for a brief second. So far I've only tested this with warlock and imp, but I assume it affects any pet. How to repeat: go to Ironforge, summon imp (enable imp's fireball autocast), run near a brazier/fire close enough that it does the expected fire trap damage. Imp will target the player, Imp will cast fireball at player, after the fireball hits/misses the player the Imp leaves combat and continues following as expected With the option for displaying combat text on screen is enabled, as soon as the fireball hits/misses the player the text "Entering Combat" and "Leaving Combat" flash on screen with almost no delay between the two messages. There was a bug reported for mangos one http://getmangos.eu/community/post/140851/#p140851, i have not tested Health Funnel yet, but i assume it's the same/similar bug with the master branch. The main difference I see between my bug and the one I linked to seems to be in my case the pet does stop attacking after it realizes it just attacked it's owner
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What bug does the patch fix? What features does the patch add? This adds the visual effect of Shadowmourne when it stacks For which repository revision was the patch created? 9765 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?13582-Shadowmourne-Aura-affect Who has been writing this patch? Please include either forum user names or email addresses. Me diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index e13d4de..38d0865 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -5483,8 +5483,17 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu return false; Aura *aur = GetAura(71905, EFFECT_INDEX_0); + if (aur && uint32(aur->GetStackAmount()) == 0) + CastSpell(this, 72521, false); // First Effect + + if (aur && uint32(aur->GetStackAmount()) == 6) + { + RemoveAurasDueToSpell(72521); // remove First Effect + CastSpell(this, 72523, false); // Second Effect + } if (aur && uint32(aur->GetStackAmount() + 1) >= aur->GetSpellProto()->StackAmount) { + RemoveAurasDueToSpell(72523); // remove Second Effect RemoveAurasDueToSpell(71905); CastSpell(this, 71904, true); // Chaos Bane return true; comments: This is the first time i write something for a spell, before this i've only made custom configs for various stuff, so i would appreciate it if someone more experienced can respond on this Sysgaming (see bug report thread) confirmed this works
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Thank you I found them. I tried to run this (below) after vehicle patch and got aborting on src/game/level3.cpp!!! Any ideas? http://getmangos.eu/community/showthread.php?8580-Dual-Talent-Specializations/page29 git pull git://github.com/edu93/dwow.git dualspecc <--- this is clean mangos branch with dualspecc
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Example of what Vladimir is talking about here: http://getmangos.eu/community/viewtopic.php?id=7438
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hi everybody I'm tried to patch my arena's system ( http://getmangos.eu/community/viewtopic.php?id=20549 ) But i don't know how to do... I think i have to patch my database with SQL files, but i don't know what to do with the .patch file... Thanks you
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WoW treats transports, such as the zeppelin at Icecrown or the Kraken that sails from Stormwind to Valiance Keep, as moving maps according to the discussion in this thread... [Patch] Support for npc on transport There has been no further work on this in quite some time, to the best of my knowledge. Hopefully, someone will step up to continue development as it is sorely needed as much as Vehicles support for many quests and encounters. With some of the recent core commits that have improve movement splines and some other things, it may be possible to create a better solution. I'd give my two front teeth to do it, but my C++ studies are progressing very slowly, thanks to a series of hardware failures and a case of pneumonia that laid me out for a few weeks. If you feel inclined to do so, lay your hands on one of the many free C++ compilers, books, and tutorials, then jump right in and lend a hand, angeleyes!
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Yes, I have clarified this procedure here: http://getmangos.eu/community/topic/16297/just-to-make-sure-i-got-this-rigth/
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4th October 2010 The mangos community forums have been migrated to FluxBB. Many of you had raised concerns on using closed source software for an Open Source project, and we have listened. While vBulletin offered a large amount of features, functionality and speed have always been an issue ever since we switched to vBulletin. With FluxBB you will see an increase in performance I call enjoyable. Major feature changes Our forums are now public readable for guests, too. Account registration and login now are solely required for the purpose of becoming an active part of this community. The forum theme is now much lighter, and should have load times which are acceptable on slow connections. All fancy popup, AJAX, etc. features are gone. This is only a discussion forum now. Private messages are gone. Should you require any message, please send email to the foundation with your account name and email address. As we usually have a fairly large mail queue, please have a bit of patience (~ 48 hours). Feedback this way, please.
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[patch] dummy proc "Divine Aegis"
Auntie Mangos replied to Auntie Mangos's topic in ... under reviewOld
Can u make new version of your patch please ? Our server is running on patch 3.3.5a mangos rev. 10229. This patch ( http://getmangos.eu/community/viewtopic.php?id=9314&pagenumber=&highlight=divine%20aegis ) was probably ready, but when our GM was trying implement this patch, there was some error. patching file `src/game/SpellMgr.cpp' Hunk #1 succeeded at 1951 (offset 370 lines). patching file `src/game/Unit.cpp' patch unexpectedly ends in middle of line Hunk #1 FAILED at 5825. 1 out of 1 hunk FAILED -- saving rejects to src/game/Unit.cpp.rej Do you know where the problem is? Thank for your reply . Sorry for my English. -
Do youself and us a favor, read this: http://getmangos.eu/community/showthread.php?7568-[Guide]-How-To-Post-A-Proper-Bug-Report
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try these: -Unit-MeleeSpellMissChance"][fix] Unit::MeleeSpellMissChance -Unit-MeleeMissChanceCalc"][Fix] Unit::MeleeMissChanceCalc
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[Help] Implementing Vehicles
Auntie Mangos replied to Auntie Mangos's topic in OldCore modifications
hmm this topic is really big, and half of posts are "Any news?" and similiar. I will creatre new topic. Here: http://getmangos.eu/community/viewtopic.php?id=11759
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