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Everything posted by antz
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playerbots Playerbot's dont use there existing Entries.
antz commented on Shaorin's bug in Mangos One
Ok, playerbots in mangosZero and mangosOne are different. I fixed the mangosOne version, I've not had a chance to look at mangosZero Can you create a MangosZero bug report. -
playerbots Playerbot's dont use there existing Entries.
antz commented on Shaorin's bug in Mangos One
@Aaron Briggs @Shaorin I recently fixed a ton of errors on the playerbots in mangosOne. Hopefully these issues are now resolved. -
I recently fixed a ton of errors on the playerbots in mangosOne. I'm not sure whether my recent fixes have fixed your issues as well !!
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other Can mangos (or really any core) work on a armhf cpu?
antz replied to onixiya's topic in Peer to Peer Technical Support
This fix has now been applied to both MangosZero and MangosOne -
other Can mangos (or really any core) work on a armhf cpu?
antz replied to onixiya's topic in Peer to Peer Technical Support
thank you for your input on that. I believe another user has reported the attacking bug -
hi @SoundAxis, We don't use the github issue trackers as having over 30 github repos, it becomes impossible to keep track of issues across the cores. - Especially since several modules are shared between cores as well. We have a separate Project Tracker which encompasses all the features we need: Mangos Project Tracker In addition, we also have our development roadmap: Development Roadmap 2021
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- mangos four
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In previous years we had a roadmap of changes we wanted to implement. However, we are a small team and it seemed silly to specify a set of things to do on a time scale. If you think you can help us do any of these, please contact @antz or @madmax and we can discuss things in more detail. Build System B1) Modify the build system on Mangos Three & Four to match that of Mangos Zero-Two. B2) Apply updates from Mangos Zero-Two into Three/Four. B3) The additional files for the extraction tools are placed into the wrong folder (they are also in tools). Thanks jordigil. Extraction Tools E1) Modify the unified extractors to use Stormlib rather than mlib (Mangos Zero, One and Two). Stormlib is already used on Mangos Three & Four. - Thanks Warkdev E2) Modify the Unified Extractors to support the changes in Mangos Three & Four. (Related to B1). E3) Modify Mangos Three / Four to use the unified extractors. (Related to B1). E4) Add functionality to load DBC data into a database (along with the core code to read from Database rather than DBC files) and change the extraction process to include importing into a DB for use by the core. Including Multiple locale support. Database changes D1) Apply changes to standardise the Databases across the cores. D2) Merge all the different xxx_loot_template tables into a single table with a Loot Type Field (along with the core changes to support this). D3) Extract the character table data field (all the character stat data) into a table containing the required named fields. Including Item_Instance. D4) Modify the EventAI Database (and Core) to support the TC style handling (SAI). D5) Complete the Command Help localisation for Mangos Two, Three and Four. D6) Complete the Achievement localisation for Mangos Two, Three and Four. D7) Move some hardcoded values from the core into the DB, possibly some enums as well. D8) Change defaults in DB table in order to fit latest MYSQL standards. D9) Add support for Broadcast_text table and move all text tables to use that. Core C1) Standardise the naming of functions across the cores. C2) Implement standard account handling across the cores (Mangos Zero is the odd one out with reduced functionality). C3) Implement Playerbot functionality to Mangos One and above. C4) Add Cinematic Manager to the cores - Based on the work of TC/Cmangos. C5) Redo the server commands to make them a bit more standard and obvious. C6) Break out AHBot into its own daemon process. C7) Develop a mangos update daemon, which allows the ability to apply DB content and minor updates automatically. C8) Apply useful updates from other cores into Mangos cores. Other R1) Reorganise the core into a 'mangos core' set of files functions which are shared by all the cores and a module for each core which contains the code just for that core.
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Installation mit EasyBuild und offene fragen
antz replied to Tobi Rodriguez's topic in German / Deutsch
I've sent you a PM -
Sadly we don't have the source code for the clients - only Blizzard do. Therefore we are restricted by the Wow clients abilities.
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Installation mit EasyBuild und offene fragen
antz replied to Tobi Rodriguez's topic in German / Deutsch
@Tobi Rodriguez Sorry I am a bit late to the party here.... Can you explain where you are at and what you issues are ? -
I believe that Russian is not supported directly on vanilla client
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This should now be resolved
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Changed Status to Completed Changed Implemented Version to 21.14 (Master Branch) Changed Milestone to 21 (Current) Changed Priority to New
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mangos two DBC files error
antz replied to Николай Мельниченко's topic in Peer to Peer Technical Support
The extraction tools should extract all the required files from the client. If you get an error when running them, please post if here -
NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'creature_spells' table for MaNGOSZero A simple in-combat spell casts on a timer in a spell list that is assigned to the creature. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry int(11) unsigned NO PRI '0' Id of the list. name varchar(255) NO {Blank String} Name of the list. spellId_1 smallint(5) unsigned NO '0' A spell id from Spell.dbc. probability_1 tinyint(3) unsigned NO '100' Chance to cast the spell. castTarget_1 tinyint(2) unsigned NO '1' On what target to cast the spell. targetParam1_1 smallint(5) unsigned NO '0' Additional parameter for the target if needed. See the targeting enum. targetParam2_1 smallint(5) unsigned NO '0' Additional parameter for the target if needed. See the targeting enum. castFlags_1 tinyint(2) unsigned NO '0' Flags for the cast, see enum SpellListCastFlags in CreatureAI.h. delayInitialMin_1 smallint(5) unsigned NO '0' Minimum initial delay when entering combat before casting the spell. delayInitialMax_1 smallint(5) unsigned NO '0' Maximum initial delay when entering combat before casting the spell. delayRepeatMin_1 smallint(5) unsigned NO '0' Minimum cooldown to cast the spell a second time. delayRepeatMax_1 smallint(5) unsigned NO '0' Maximum cooldown to cast the spell a second time. scriptId_1 mediumint(8) unsigned NO '0' The ID of the script to be used. spellId_2 smallint(5) unsigned NO '0' A spell id from Spell.dbc. probability_2 tinyint(3) unsigned NO '100' Chance to cast the spell. castTarget_2 tinyint(2) unsigned NO '1' On what target to cast the spell. targetParam1_2 smallint(5) unsigned NO '0' Additional parameter for the target if needed. See the targeting enum. targetParam2_2 smallint(5) unsigned NO '0' Additional parameter for the target if needed. See the targeting enum. castFlags_2 tinyint(2) unsigned NO '0' Flags for the cast, see enum SpellListCastFlags in CreatureAI.h. delayInitialMin_2 smallint(5) unsigned NO '0' Minimum initial delay when entering combat before casting the spell. delayInitialMax_2 smallint(5) unsigned NO '0' Maximum initial delay when entering combat before casting the spell. delayRepeatMin_2 smallint(5) unsigned NO '0' Minimum cooldown to cast the spell a second time. delayRepeatMax_2 smallint(5) unsigned NO '0' Maximum cooldown to cast the spell a second time. scriptId_2 mediumint(8) unsigned NO '0' The ID of the script to be used. spellId_3 smallint(5) unsigned NO '0' A spell id from Spell.dbc. probability_3 tinyint(3) unsigned NO '100' Chance to cast the spell. castTarget_3 tinyint(2) unsigned NO '1' On what target to cast the spell. targetParam1_3 smallint(5) unsigned NO '0' Additional parameter for the target if needed. See the targeting enum. targetParam2_3 smallint(5) unsigned NO '0' Additional parameter for the target if needed. See the targeting enum. castFlags_3 tinyint(2) unsigned NO '0' Flags for the cast, see enum SpellListCastFlags in CreatureAI.h. delayInitialMin_3 smallint(5) unsigned NO '0' Minimum initial delay when entering combat before casting the spell. delayInitialMax_3 smallint(5) unsigned NO '0' Maximum initial delay when entering combat before casting the spell. delayRepeatMin_3 smallint(5) unsigned NO '0' Minimum cooldown to cast the spell a second time. delayRepeatMax_3 smallint(5) unsigned NO '0' Maximum cooldown to cast the spell a second time. scriptId_3 mediumint(8) unsigned NO '0' The ID of the script to be used. spellId_4 smallint(5) unsigned NO '0' A spell id from Spell.dbc. probability_4 tinyint(3) unsigned NO '100' Chance to cast the spell. castTarget_4 tinyint(2) unsigned NO '1' On what target to cast the spell. targetParam1_4 smallint(5) unsigned NO '0' Additional parameter for the target if needed. See the targeting enum. targetParam2_4 smallint(5) unsigned NO '0' Additional parameter for the target if needed. See the targeting enum. castFlags_4 tinyint(2) unsigned NO '0' Flags for the cast, see enum SpellListCastFlags in CreatureAI.h. delayInitialMin_4 smallint(5) unsigned NO '0' Minimum initial delay when entering combat before casting the spell. delayInitialMax_4 smallint(5) unsigned NO '0' Maximum initial delay when entering combat before casting the spell. delayRepeatMin_4 smallint(5) unsigned NO '0' Minimum cooldown to cast the spell a second time. delayRepeatMax_4 smallint(5) unsigned NO '0' Maximum cooldown to cast the spell a second time. scriptId_4 mediumint(8) unsigned NO '0' The ID of the script to be used. spellId_5 smallint(5) unsigned NO '0' A spell id from Spell.dbc. probability_5 tinyint(3) unsigned NO '100' Chance to cast the spell. castTarget_5 tinyint(2) unsigned NO '1' On what target to cast the spell. targetParam1_5 smallint(5) unsigned NO '0' Additional parameter for the target if needed. See the targeting enum. targetParam2_5 smallint(5) unsigned NO '0' Additional parameter for the target if needed. See the targeting enum. castFlags_5 tinyint(2) unsigned NO '0' Flags for the cast, see enum SpellListCastFlags in CreatureAI.h. delayInitialMin_5 smallint(5) unsigned NO '0' Minimum initial delay when entering combat before casting the spell. delayInitialMax_5 smallint(5) unsigned NO '0' Maximum initial delay when entering combat before casting the spell. delayRepeatMin_5 smallint(5) unsigned NO '0' Minimum cooldown to cast the spell a second time. delayRepeatMax_5 smallint(5) unsigned NO '0' Maximum cooldown to cast the spell a second time. scriptId_5 mediumint(8) unsigned NO '0' The ID of the script to be used. spellId_6 smallint(5) unsigned NO '0' A spell id from Spell.dbc. probability_6 tinyint(3) unsigned NO '100' Chance to cast the spell. castTarget_6 tinyint(2) unsigned NO '1' On what target to cast the spell. targetParam1_6 smallint(5) unsigned NO '0' Additional parameter for the target if needed. See the targeting enum. targetParam2_6 smallint(5) unsigned NO '0' Additional parameter for the target if needed. See the targeting enum. castFlags_6 tinyint(2) unsigned NO '0' Flags for the cast, see enum SpellListCastFlags in CreatureAI.h. delayInitialMin_6 smallint(5) unsigned NO '0' Minimum initial delay when entering combat before casting the spell. delayInitialMax_6 smallint(5) unsigned NO '0' Maximum initial delay when entering combat before casting the spell. delayRepeatMin_6 smallint(5) unsigned NO '0' Minimum cooldown to cast the spell a second time. delayRepeatMax_6 smallint(5) unsigned NO '0' Maximum cooldown to cast the spell a second time. scriptId_6 mediumint(8) unsigned NO '0' The ID of the script to be used. spellId_7 smallint(5) unsigned NO '0' A spell id from Spell.dbc. probability_7 tinyint(3) unsigned NO '100' Chance to cast the spell. castTarget_7 tinyint(2) unsigned NO '1' On what target to cast the spell. targetParam1_7 smallint(5) unsigned NO '0' Additional parameter for the target if needed. See the targeting enum. targetParam2_7 smallint(5) unsigned NO '0' Additional parameter for the target if needed. See the targeting enum. castFlags_7 tinyint(2) unsigned NO '0' Flags for the cast, see enum SpellListCastFlags in CreatureAI.h. delayInitialMin_7 smallint(5) unsigned NO '0' Minimum initial delay when entering combat before casting the spell. delayInitialMax_7 smallint(5) unsigned NO '0' Maximum initial delay when entering combat before casting the spell. delayRepeatMin_7 smallint(5) unsigned NO '0' Minimum cooldown to cast the spell a second time. delayRepeatMax_7 smallint(5) unsigned NO '0' Maximum cooldown to cast the spell a second time. scriptId_7 mediumint(8) unsigned NO '0' The ID of the script to be used. spellId_8 smallint(5) unsigned NO '0' A spell id from Spell.dbc. probability_8 tinyint(3) unsigned NO '100' Chance to cast the spell. castTarget_8 tinyint(2) unsigned NO '1' On what target to cast the spell. targetParam1_8 smallint(5) unsigned NO '0' Additional parameter for the target if needed. See the targeting enum. targetParam2_8 smallint(5) unsigned NO '0' Additional parameter for the target if needed. See the targeting enum. castFlags_8 tinyint(2) unsigned NO '0' Flags for the cast, see enum SpellListCastFlags in CreatureAI.h. delayInitialMin_8 smallint(5) unsigned NO '0' Minimum initial delay when entering combat before casting the spell. delayInitialMax_8 smallint(5) unsigned NO '0' Maximum initial delay when entering combat before casting the spell. delayRepeatMin_8 smallint(5) unsigned NO '0' Minimum cooldown to cast the spell a second time. delayRepeatMax_8 smallint(5) unsigned NO '0' Maximum cooldown to cast the spell a second time. scriptId_8 mediumint(8) unsigned NO '0' The ID of the script to be used. Description of the fields entry int(11) unsigned This is the Id of the list. Convention is to have first list for creature be equal Creature Entry * 10, then second list would be Creature Entry * 10 + 1, etc name varchar(255) This is the Name of the list. Convention is "Zone Name - Creature Name". spellId_1 smallint(5) unsigned A spell id from Spell.dbc. probability_1 tinyint(3) unsigned Chance to cast the spell. castTarget_1 tinyint(2) unsigned On what target to cast the spell. See the targeting enum in CreatureAI.cpp. targetParam1_1 smallint(5) unsigned Additional parameter for the target if needed. See the targeting enum. targetParam2_1 smallint(5) unsigned Additional parameter for the target if needed. See the targeting enum. castFlags_1 tinyint(2) unsigned Flags for the cast, see enum SpellListCastFlags in CreatureAI.h. delayInitialMin_1 smallint(5) unsigned Minimum initial delay when entering combat before casting the spell. delayInitialMax_1 smallint(5) unsigned Maximum initial delay when entering combat before casting the spell. delayRepeatMin_1 smallint(5) unsigned Minimum cooldown to cast the spell a second time. delayRepeatMax_1 smallint(5) unsigned Maximum cooldown to cast the spell a second time. scriptId_1 mediumint(8) unsigned The ID of the script to be used. spellId_2 smallint(5) unsigned A spell id from Spell.dbc. probability_2 tinyint(3) unsigned Chance to cast the spell. castTarget_2 tinyint(2) unsigned On what target to cast the spell. See the targeting enum in CreatureAI.cpp. targetParam1_2 smallint(5) unsigned Additional parameter for the target if needed. See the targeting enum. targetParam2_2 smallint(5) unsigned Additional parameter for the target if needed. See the targeting enum. castFlags_2 tinyint(2) unsigned Flags for the cast, see enum SpellListCastFlags in CreatureAI.h. delayInitialMin_2 smallint(5) unsigned Minimum initial delay when entering combat before casting the spell. delayInitialMax_2 smallint(5) unsigned Maximum initial delay when entering combat before casting the spell. delayRepeatMin_2 smallint(5) unsigned Minimum cooldown to cast the spell a second time. delayRepeatMax_2 smallint(5) unsigned Maximum cooldown to cast the spell a second time. scriptId_2 mediumint(8) unsigned The ID of the script to be used. spellId_3 smallint(5) unsigned A spell id from Spell.dbc. probability_3 tinyint(3) unsigned Chance to cast the spell. castTarget_3 tinyint(2) unsigned On what target to cast the spell. See the targeting enum in CreatureAI.cpp. targetParam1_3 smallint(5) unsigned Additional parameter for the target if needed. See the targeting enum. targetParam2_3 smallint(5) unsigned Additional parameter for the target if needed. See the targeting enum. castFlags_3 tinyint(2) unsigned Flags for the cast, see enum SpellListCastFlags in CreatureAI.h. delayInitialMin_3 smallint(5) unsigned Minimum initial delay when entering combat before casting the spell. delayInitialMax_3 smallint(5) unsigned Maximum initial delay when entering combat before casting the spell. delayRepeatMin_3 smallint(5) unsigned Minimum cooldown to cast the spell a second time. delayRepeatMax_3 smallint(5) unsigned Maximum cooldown to cast the spell a second time. scriptId_3 mediumint(8) unsigned The ID of the script to be used. spellId_4 smallint(5) unsigned A spell id from Spell.dbc. probability_4 tinyint(3) unsigned Chance to cast the spell. castTarget_4 tinyint(2) unsigned On what target to cast the spell. See the targeting enum in CreatureAI.cpp. targetParam1_4 smallint(5) unsigned Additional parameter for the target if needed. See the targeting enum. targetParam2_4 smallint(5) unsigned Additional parameter for the target if needed. See the targeting enum. castFlags_4 tinyint(2) unsigned Flags for the cast, see enum SpellListCastFlags in CreatureAI.h. delayInitialMin_4 smallint(5) unsigned Minimum initial delay when entering combat before casting the spell. delayInitialMax_4 smallint(5) unsigned Maximum initial delay when entering combat before casting the spell. delayRepeatMin_4 smallint(5) unsigned Minimum cooldown to cast the spell a second time. delayRepeatMax_4 smallint(5) unsigned Maximum cooldown to cast the spell a second time. scriptId_4 mediumint(8) unsigned The ID of the script to be used. spellId_5 smallint(5) unsigned A spell id from Spell.dbc. probability_5 tinyint(3) unsigned Chance to cast the spell. castTarget_5 tinyint(2) unsigned On what target to cast the spell. See the targeting enum in CreatureAI.cpp. targetParam1_5 smallint(5) unsigned Additional parameter for the target if needed. See the targeting enum. targetParam2_5 smallint(5) unsigned Additional parameter for the target if needed. See the targeting enum. castFlags_5 tinyint(2) unsigned Flags for the cast, see enum SpellListCastFlags in CreatureAI.h. delayInitialMin_5 smallint(5) unsigned Minimum initial delay when entering combat before casting the spell. delayInitialMax_5 smallint(5) unsigned Maximum initial delay when entering combat before casting the spell. delayRepeatMin_5 smallint(5) unsigned Minimum cooldown to cast the spell a second time. delayRepeatMax_5 smallint(5) unsigned Maximum cooldown to cast the spell a second time. scriptId_5 mediumint(8) unsigned The ID of the script to be used. spellId_6 smallint(5) unsigned A spell id from Spell.dbc. probability_6 tinyint(3) unsigned Chance to cast the spell. castTarget_6 tinyint(2) unsigned On what target to cast the spell. See the targeting enum in CreatureAI.cpp. targetParam1_6 smallint(5) unsigned Additional parameter for the target if needed. See the targeting enum. targetParam2_6 smallint(5) unsigned Additional parameter for the target if needed. See the targeting enum. castFlags_6 tinyint(2) unsigned Flags for the cast, see enum SpellListCastFlags in CreatureAI.h. delayInitialMin_6 smallint(5) unsigned Minimum initial delay when entering combat before casting the spell. delayInitialMax_6 smallint(5) unsigned Maximum initial delay when entering combat before casting the spell. delayRepeatMin_6 smallint(5) unsigned Minimum cooldown to cast the spell a second time. delayRepeatMax_6 smallint(5) unsigned Maximum cooldown to cast the spell a second time. scriptId_6 mediumint(8) unsigned The ID of the script to be used. spellId_7 smallint(5) unsigned A spell id from Spell.dbc. probability_7 tinyint(3) unsigned Chance to cast the spell. castTarget_7 tinyint(2) unsigned On what target to cast the spell. See the targeting enum in CreatureAI.cpp. targetParam1_7 smallint(5) unsigned Additional parameter for the target if needed. See the targeting enum. targetParam2_7 smallint(5) unsigned Additional parameter for the target if needed. See the targeting enum. castFlags_7 tinyint(2) unsigned Flags for the cast, see enum SpellListCastFlags in CreatureAI.h. delayInitialMin_7 smallint(5) unsigned Minimum initial delay when entering combat before casting the spell. delayInitialMax_7 smallint(5) unsigned Maximum initial delay when entering combat before casting the spell. delayRepeatMin_7 smallint(5) unsigned Minimum cooldown to cast the spell a second time. delayRepeatMax_7 smallint(5) unsigned Maximum cooldown to cast the spell a second time. scriptId_7 mediumint(8) unsigned The ID of the script to be used. spellId_8 smallint(5) unsigned A spell id from Spell.dbc. probability_8 tinyint(3) unsigned Chance to cast the spell. castTarget_8 tinyint(2) unsigned On what target to cast the spell. See the targeting enum in CreatureAI.cpp. targetParam1_8 smallint(5) unsigned Additional parameter for the target if needed. See the targeting enum. targetParam2_8 smallint(5) unsigned Additional parameter for the target if needed. See the targeting enum. castFlags_8 tinyint(2) unsigned Flags for the cast, see enum SpellListCastFlags in CreatureAI.h. delayInitialMin_8 smallint(5) unsigned Minimum initial delay when entering combat before casting the spell. delayInitialMax_8 smallint(5) unsigned Maximum initial delay when entering combat before casting the spell. delayRepeatMin_8 smallint(5) unsigned Minimum cooldown to cast the spell a second time. delayRepeatMax_8 smallint(5) unsigned Maximum cooldown to cast the spell a second time. scriptId_8 mediumint(8) unsigned The ID of the script to be used. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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@NiaroKitty Sometimes that is all that is needed to 'fix' some compile errors after changes
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I'm not one for making big posts at MaNGOS but at this time we need to. We desperately need people with C++ (and a bit of cmake) experience to help us with a variety of issues. - The future of Mangos depends on it. I am not an experienced C++ developer and although I can normally work around the code and make fairly simple changes, when things go horribly wrong I can end up stuck. We are also currently down to one developer, apart from myself working across all cores and tools. Mangos needs you help if we are to continue !! Please contact either @madmax or @antz if you feel you can help out.
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'conditions' table for MaNGOSZero With this table and the new conditions it is possible to create tree like and very complicated combined conditions (like HasAura && (HasItem || HasQuest)) Used in: DBScript gossip_menu gossip_menu_option npc_spellclick_spells spell_area areatrigger_teleport Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes condition_entry mediumint(8) unsigned NO PRI NULL 'auto_increment' Identifier type tinyint(3) NO MUL '0' Type of the condition. value1 mediumint(8) unsigned NO '0' Data field One for the condition. value2 mediumint(8) unsigned NO '0' Data field Two for the condition. comments varchar(200) YES {Blank String} Detailed description of available condition types The meaning of the values Description of the fields condition_entry mediumint(8) unsigned Identifier type tinyint(3) Type of the condition: ID Type Description -3 CONDITION_NOT Used to evaluate if another condition is NOT true. See Note 1 -2 CONDITION_OR Used to evaluate if condition OR condition is true. See Note 1 -1 CONDITION_AND Used to evaluate if condition AND condition is true. See Note 1 0 CONDITION_NONE This condition is not used at all. Always returns true. 1 CONDITION_AURA Checks target currently has the specified aura on him/her. 2 CONDITION_ITEM Checks if the player has the required amount (value2) of items in his/hers inventory. 3 CONDITION_ITEM_EQUIPPED Checks if the player has the specified item equipped. 4 CONDITION_AREAID Checks if the player is within the specified area/zone. 5 CONDITION_REPUTATION_RANK_MIN Checks if the player has the minimum required reputation rank with a specific faction. 6 CONDITION_TEAM Checks what team the target is a member of (Alliance or Horde). 7 CONDITION_SKILL Checks if the player has the required minimum skill value of the specified skill. 8 CONDITION_QUESTREWARDED Checks if the player has complete the specified quest. 9 CONDITION_QUESTTAKEN Checks if the player has taken the quest (as in has it in his/hers quest log.) and not completed it yet. 10 CONDITION_AD_COMMISSION_AURA TODO 11 CONDITION_NO_AURA Checks if the target DOES NOT currently have the specified aura on him/her. 12 CONDITION_ACTIVE_GAME_EVENT Checks if a game event is currently active. 13 CONDITION_AREA_FLAG Checks if area_flag is present in current area (if area_flag set != 0) AND if not_have_flag is not present in current area (if not_have_flag != 0) 14 CONDITION_RACE_CLASS Checks if the target is a certain race AND/OR class. 15 CONDITION_LEVEL Checks the targets level. 16 CONDITION_NOITEM Checks if the player DOES NOT have the required amount (value2) of items in his/hers inventory. 17 CONDITION_SPELL Checks if the target has or hasn't (value2) the specified spell. 18 CONDITION_INSTANCE_SCRIPT SD3 based condition 19 CONDITION_QUESTAVAILABLE Checks if the specified quest is available (can start it) for the player. 20 CONDITION_ACHIEVEMENT Has or has no special achievement. 21 CONDITION_ACHIEVEMENT_REALM Realm wide achievement (like 20 above but realm wide). 22 CONDITION_QUEST_NONE Checks if the player has NOT taken the quest AND has NOT been rewarded for the quest. 23 CONDITION_ITEM_WITH_BANK Checks if the player has the required amount (value2) of items in his/hers inventory OR bank. 24 CONDITION_NOITEM_WITH_BANK Checks if the player DOES NOT have count (value2) of items in his/hers inventory OR bank. 25 CONDITION_NOT_ACTIVE_GAME_EVENT Checks if a game event is currently NOT active. 26 CONDITION_ACTIVE_HOLIDAY Checks if a holiday is active 27 CONDITION_NOT_ACTIVE_HOLIDAY Checks if a holiday is not active 28 CONDITION_LEARNABLE_ABILITY Checks if the player can learn ability - using minimum skill value from [See SkillLineAbility.dbc] If the player has spell or has item (when defined) the condition will evaluate to false. 29 CONDITION_SKILL_BELOW TODO 30 CONDITION_REPUTATION_RANK_MAX Checks if the player has a higher reputation rank than specified a faction. 31 CONDITION_COMPLETED_ENCOUNTER Checks if an encounter has been completed. 32 CONDITION_SOURCE_AURA Checks if the source of the condition (like looted npc) has an aura. 33 CONDITION_LAST_WAYPOINT Checks the waypoint-state of the source of the condition. 34 CONDITION_XP_USER Checks if a player has turned XP earning on/off 35 CONDITION_GENDER Checks the gender of a player. 36 CONDITION_DEAD_OR_AWAY TODO 37 CONDITION_CREATURE_IN_RANGE TODO 38 CONDITION_PVP_SCRIPT TODO 39 CONDITION_SPAWN_COUNT Returns if specified count of creature entry exists on map. 36 CONDITION_DEAD_OR_AWAY Checks if a player, a player's group, all players in an instance, or a creature is dead or left the map. Note 1: Meta-Condition types CONDITION_AND (-1) and CONDITION_OR (-2) which are used as: value1 (as condition_entry) AND / OR value2 (as condition_entry). With these meta-conditions it is possible to create tree like and very complicated combined conditions (like HasAura && (HasItem || HasQuest)) value1 mediumint(8) unsigned Data field One for the condition. value2 mediumint(8) unsigned Data field Two for the condition. comments varchar(200) Detailed description of available condition types The meaning of the values in value1 / value2 depend of the type of the condition Value CONDITION_TYPE Name Value1 Value2 Notes & Return value -3 CONDITION_NOT condition_entry Must have higher condition_entry than value1 Returns NOT condition (of value1) -2 CONDITION_OR condition_entry condition_entry Must have higher condition_entry than value1 OR value2 Returns condition (of value1) OR condition (of value2) -1 CONDITION_AND condition_entry condition_entry Must have higher condition_entry than value1 OR value2 Returns condition (of value1) AND condition (of value2) 0 CONDITION_NONE No condition, is always met True 1 CONDITION_AURA The spell ID from where the aura came from. The effect index of the spell that applied the aura (0, 1, or 2) Returns if a player has an aura 2 CONDITION_ITEM Item ID Count Returns if a player has Count items in his inventory 3 CONDITION_ITEM_EQUIPPED Item ID Returns if a player has an item equipped 4 CONDITION_AREAID Area ID 0, 1 (0: in (sub)area, 1: not in (sub)area) Returns if (or if not depending on value2) a player is in an area/zone 5 CONDITION_REPUTATION_RANK_MIN Faction ID Minimum rank Returns if a player has at least (>=) minimum rank at the given faction. See Ranks below. 6 CONDITION_TEAM Player team (469 - Alliance, 67 - Horde) Returns if a player has the team of value1 7 CONDITION_SKILL Skill ID [See SkillLine.dbc] Skill value needed Returns if a player has Skill ID of value 8 CONDITION_QUESTREWARDED Quest ID Returns if a player already got a quest rewarded 9 CONDITION_QUESTTAKEN Quest ID 0,1 or 2 0 - Returns true if quest is taken, no matter if completed or not1 - Returns true if quest is taken but not completed 2 - Returns true if quest is taken and completed 10 CONDITION_AD_COMMISSION_AURA Returns if a Player has any Argent Dawn Commission Aura Active (17670,23930,24198,29112,29113) 11 CONDITION_NO_AURA spellid EffectIndex Returns if a player has not an aura 12 CONDITION_ACTIVE_EVENT event Returns if a event is active 13 CONDITION_AREA_FLAG area_flag not_have_flag Returns if area_flag is present in current area (if area_flag set != 0) AND if not_have_flag is not present in current area (if not_have_flag != 0) 14 CONDITION_RACE_CLASS race_mask class_mask Returns if a player is of race (if race_mask set != 0) AND if a player is of class (if class_mask != 0) See Races & Classes below. 15 CONDITION_LEVEL level 0,1 or 2 0: equal to 1: equal or higher than 2: equal or less than Returns if a player is of/ has a higher/ has a lower level 16 CONDITION_NOITEM itemid count Returns if a player has not count items in Inventory 17 CONDITION_SPELL spellid 0,1 0: has spell 1: does not have spell Returns if a player has (not) learned a spell. 18 CONDITION_INSTANCE_SCRIPT instance_condition_id see InstanceData.h enum InstanceConditionIDsTo 'communicate' with the instance script, there are a few instance_condition_id predefined, which can be used for hard-mode loot (0: normal, 1: Hard, 2: Harder mode), review the Instance conditions table below. Returns the result of the current instance's instance-script function CheckConditionCriteriaMeet (which must be implemented for such an instance) 19 CONDITION_QUESTAVAILABLE questid Returns if a player could start a quest (ie. if all requirements for accepting like pre-quests are met) 20 CONDITION_ACHIEVEMENT achievementid 0,1 0: has achievement 1: has no achievement Returns if a player has (not) earned an achievement 21 CONDITION_ACHIEVEMENT_REALM achievementid 0,1 0: has achievement 1: has no achievement Returns if an achivement was (not) already earned by any player on the realm 22 CONDITION_QUEST_NONE questid Returns if a player has a quest neither taken nor ever rewarded 23 CONDITION_ITEM_WITH_BANK item_id count Returns if a player has at least count of items (including inventory stored in the bank) 24 CONDITION_NOITEM_WITH_BANK item_id count Returns if a player has less than count of items (including inventory stored in the bank) 25 CONDITION_NOT_ACTIVE_GAME_EVENT event_id Returns if a game event is not active. 26 CONDITION_ACTIVE_HOLIDAY holiday_id Returns if a holiday is active. 27 CONDITION_NOT_ACTIVE_HOLIDAY holiday_id Returns if a holiday is not active. 28 CONDITION_LEARNABLE_ABILITY spell_id 0 or item_id Returns player can learn ability using min skill value from (See SkillLineAbility.dbc). Item_id can be defined in addition, to check if player has one (1) item in inventory or bank.When player has spell or has item (when defined), condition return false. 29 CONDITION_SKILL_BELOW skill_id skill_value Returns if player has skill skill_id and skill less than (and not equal) skill_value (for skill_value > 1) If skill_value == 1, then true if player does not have skill skill_id 30 CONDITION_REPUTATION_RANK_MAX faction_id max_rank refer to the Ranks table below. Returns if a player has at most (
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NOTE: This page is auto-generated from the MAGNET Online Packet documentation Editor module (MOPE), Any changes made directly to this page will be lost when it is regenerated. Description of the MangosZero packet CMSG_BUG Usage Opcode Values Description Value Decimal Value 458 Hex Value 0x01CA Packet Length 96* - Length can vary Packet Structure Follows: Field Name Field Type Field Size Notes Suggestion uint32 32 ContentLen uint32 32 Content char* * TypeLen uint32 32 Type char* * Packet Example TODO: Example needed auto-generated by the getMaNGOS.eu MAGNET mope module
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@brothir The wiki reference guides have recently been updated to include the commands: see the 'table contents' section of: Command
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@ivovaleriev Hi, The branch doesn't exist anymore as it's now part of the base core and can be enable during the build. using the parameter with cmake will include playerbots: -DPLAYERBOTS:BOOL=1
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'game_tele' table for MaNGOSZero This table contains a list of teleport locations that can be used with the .tele command in-game. Entries in this table can be added/deleted manually or with the .addtele/.deltele commands. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id mediumint(8) unsigned NO PRI NULL 'auto_increment' The id of the teleport location. position_x float NO '0' The x location of the teleport location. position_y float NO '0' The y location of the teleport location. position_z float NO '0' The z location of the teleport location. orientation float NO '0' The orientation of the player when teleported to the teleport location. map smallint(5) unsigned NO '0' The map id of the teleport location [See map.dbc]. name varchar(100) NO {Blank String} The name of the teleport location. Description of the fields id mediumint(8) unsigned The id of the teleport location. position_x float The x location of the teleport location. position_y float The y location of the teleport location. position_z float The z location of the teleport location. orientation float The orientation of the player when teleported to the teleport location. map smallint(5) unsigned The map id of the teleport location [See map.dbc]. name varchar(100) The name of the teleport location Note: Using spaces and special characters for locations is prohibited. Table Contents mapname 0 RuinsOfAndorhal 0 WesternPlaguelands 0 Strahnbrad 0 Scholomance 0 TheMarrisStead 0 DunGarok 0 DurnholdeKeep 0 TarrenMill 0 HillsbradFoothills 0 Southshore 0 RuinsOfAlterac 0 Dalaran 0 AlteracMountains 0 StromgardeKeep 0 GrimBatol 0 DunAlgaz 0 DunModr 0 ArathiHighlands 0 Hammerfall 0 RefugePointe 0 MenethilHarbor 0 Wetlands 1 RagefireChasm 1 Maraudon 0 AlgazStation 0 Gnomeregan 0 Uldaman 0 TheLoch 0 LochModan 0 Thelsamar 0 StonewroughtDam 0 DunMorogh 0 Ironforge 0 Kharanos 0 BrewnallVillage 0 ColdridgeValley 0 AngorFortress 0 Badlands 0 Kargath 1 RazorfenDowns 1 ValleyOfTrials 0 Morgan'sVigil 0 TheCauldron 0 ThoriumPoint 1 Sen'jinVillage 1 EchoIsles 1 RazorHill 1 Orgrimmar 1 DurotarZeppelin 1 TheCrossroads 1 Barrens 0 SearingGorge 1 Durotar 1 WailingCaverns 1 CampTaurajo 30 AlteracValleyHorde 1 RazorfenKraul 30 AlteracValley 1 ShadyRestInn 30 AlteracValleyAlliance 1 DustwallowMarsh 1 Mudsprocket 529 ArathiBasinAlliance 1 Onyxia'sLair 0 TheGrindingQuarry 1 BrackenwallVillage 1 Theramore 1 ThousandNeedles 529 ArathiBasinHorde 1 Thalanaar 529 ArathiBasin 1 FreewindPost 0 BlackrockDepths 1 MirageRaceway 489 WarsongGulchAlliance 1 Gadgetzan 1 Tanaris 1 SteamwheedlePort 489 WarsongGulch 1 Zul'Farrak 1 Un'GoroCrater 0 TheMoltenSpan 489 WarsongGulchHorde 1 Marshal'sRefuge 1 Valor'sRest 1 CenarionHold 0 OrbOfCommand 0 BlackrockSpire 1 Silithus 229 BlackwingLair 0 BlackrockMountain 1 TheScarabWall 0 BlackrockStronghold 1 GatesOfAhn'Qiraj 1 TheRuinsOfAhn'Qiraj 1 TheTempleOfAhn'Qiraj 0 BurningSteppes 230 MoltenCore 1 CavernsOfTime 1 CampMojache 1 Feralas 1 DireMaulEast 0 ScarletMonastery 1 DireMaulWest 0 FlameCrest 1 DireMaulNorth 1 TheForgottenCoast 0 TheBulwark 0 Deathknell 0 Brill 0 TirisfalGlades 0 TirisfalGladesZeppelin 0 Undercity 0 SilverpineForest 1 FeathermoonStronghold 0 Ambermill 1 Desolace 1 MaraudonOrange 0 ShadowFangKeep 1 MaraudonPurple 0 PyrewoodVillage 1 ShadowpreyVillage 0 TheSepulcher 1 GhostWalkerPost 0 DreadmaulRock 0 FenrisIsle 0 TowerOfIlgalar 0 Stonewatch 1 Nijel'sPoint 0 Lakeshire 0 RedridgeMountains 0 NorthshireValley 0 Goldshire 0 Stormwind 1 StonetalonPeak 1 StonetalonMountains 1 SunRockRetreat 0 Seradane 0 SkulkRock 1 CampAparaje 1 Mor'shanBaseCamp 1 Ashenvale 0 RevantuskVillage 0 Jintha'Alor 0 ElwynnForest 0 TheAltarOfZul 1 SplintertreePost 0 Quel'DanilLodge 0 TheTaintedScar 0 NethergardeKeep 0 TheDarkPortal 0 AeriePeak 0 TheHinterlands 1 Astranaar 0 Terrordale 0 Stratholme 1 BlackfathomDeeps 0 Naxxramas 1 EmeraldSanctuary 0 Plaguewood 0 EastwallGate 1 Felwood 0 DreadmaulHold 0 Light'sHopeChapel 0 EasternPlaguelands 1 TalonbranchGlade 1 TimbermawHold 0 BlastedLands 0 Tyr'sHand 0 Corin'sCrossing 0 TheFungalVale 0 CaerDarrow 0 Hearthglen 1 BloodvenomPost 0 TheDeadmines 1 Moonglade 1 Nighthaven 1 Winterspring 1 Everlook 1 Valormok 0 StranglethornVale 1 Azshara 0 Duskwood 1 TalrendisPoint 1 Mulgore 0 TheSunkenTemple 1 BloodhoofVillage 0 Westfall 1 CampNarache 0 SentinelHill 0 Moonbrook 0 RavenHill 0 Beggar'sHaunt 0 Darkshire 1 ThunderBluff 0 TempleOfAtal'Hakkar 0 TwilightGrove 1 Darkshore 0 Stonard 1 Auberdine 0 RebelCamp 1 Dolanaar 0 Zul'Gurub 0 BootyBay 1 Shadowglen 0 TheHarborage 0 GurubashiArena 0 Grom'golBaseCamp 1 Teldrassil 0 SwampOfSorrows 0 TheVice 1 Zoram'garOutpost 0 DeadwindPass 1 Darnassus 1 TheBlackMorass 1 GMIsland 37 AzsharaCrater 0 Crypt 1 Ratchet 0 TheStockades 0 Chillwind Camp 0 ChillwindPoint auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'game_event' table for MaNGOSZero This table contains definitions for all game events that are activated or deactivated automatically by the Game Event System in the core. NOTE: an object (creature, GO etc.) cannot be related to a more than 1 game event. For example, if you wish something to happen only at March nights, you cannot combine events "March" and "Nights", but have to define a new event like "Nights" starting March 1 and ending April 1 of the same year. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI NULL ID of the event. start_time timestamp NO '0000-00-00 00:00:00' Global starting date for the event. end_time timestamp NO '0000-00-00 00:00:00' Global ending date of the event. occurence bigint(20) unsigned NO '86400' Event periodicity (minutes). length bigint(20) unsigned NO '43200' Event duration (minutes). holiday mediumint(8) unsigned NO '0' Holiday ID. description varchar(255) YES {Blank String} Description of the event. Description of the fields entry mediumint(8) unsigned ID of the event. May be any, should be as low as possible. start_time timestamp Starting date for the event. Defines the first event occurence only, see occurence and length for the next ones. NOTE: due to occurence/length event definition, the seasonal events require an editing in leap-years. The simplest solution is to change start_time to the event start at such year. end_time timestamp Ending date of the event. After this date, the event will never happen. occurence bigint(20) unsigned The interval (minutes) between consequent starts of the event. length bigint(20) unsigned The interval (in minutes) between start and end of single event occurence Note: If length is > occurence, an event would never stop. holiday mediumint(8) unsigned Holiday ID is a number, associated with the seasonal events and strictly defined since 3.x (WotLK) client version. Ignore this if you do not know one. description varchar(255) Textual comment about the event. Table Contents descriptionentry Midsummer Fire Festival 1 Feast of Winter Veil 2 Darkmoon Faire (Elwynn) 4 Darkmoon Faire (Mulgore) 5 New Year's Eve 6 Lunar Festival 7 Love is in the Air 8 Noblegarden 9 Children's Week 10 Hallow's End 12 Elemental Invasions 13 Fishing Extravaganza Announce 14 Fishing Extravaganza 15 Gurubashi Arena Booty Run 16 Scourge Invasion 17 Call to Arms: Alterac Valley! 18 Call to Arms: Warsong Gulch! 19 Call to Arms: Arathi Basin! 20 AQ War Effort 22 Darkmoon Faire Building (Elwynn) 23 Nights 27 Edge of Madness, Gri'lek 29 Edge of Madness, Hazza'rah 30 Edge of Madness, Renataki 31 Edge of Madness, Wushoolay 32 Harvest Festival 33 Fishing Extravaganza Turn-in 34 Winter Season Fishing 35 Summer Season Fishing 36 Stormwind City - Stockades Jail Break 61 Pyrewood Village - Worgen Curse 3 Winter Veil: Gifts 21 Hallow's End - Wickerman Ember's 24 Hallow's End - Banshee Queen 25 auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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