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antz

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Everything posted by antz

  1. Heh heh, welcome back !! You are right, after easybuild has ran cmake, it then calls msbuild directly to start building.... But you can change the options to just run cmake then open the folder containing the .sln files
  2. First off, easybuild is a front end for cmake. So you need to run cmake from the commandline or run cmakegui
  3. Hi @Shinzon - This is not the most in depth explanation, but hopefully these pages will help: Server Files - Wiki - getMaNGOS | The home of MaNGOS
  4. I believe that Russian is not supported directly on vanilla client
  5. Changed Status to Completed Changed Implemented Version to 21.14 (Master Branch) Changed Milestone to 21 (Current) Changed Priority to New
  6. The extraction tools should extract all the required files from the client. If you get an error when running them, please post if here
  7. Hi @Ahg1995, we are mangos and our TBC repo is at the location: https://github.com/mangosOne If you need help with the database you are using, please go to the cmangos forum, we can't help you here !!
  8. Change the following setting in your realmd.conf to WaitAtStartupError = -1 This will keep your realm window open on an error The LoginDatabase values also need to be set as well
  9. Hi, Two things to check quickly... 1) Have your got an entry in the realmlist table 2) does your entry for realmID in realmd.conf match the realmdID entry in the realmlist table
  10. antz

    creature_spells

     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
  11. @NiaroKitty Sometimes that is all that is needed to 'fix' some compile errors after changes
  12. 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.
  13. antz

    conditions

     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 (
  14. As has been said before, setting the Expansion column also dictates which expansion you can select: Please see the Wiki article: realmbuilds
  15. If you use the windows database to load the database and leave option 'L' as Yes, there is an additional script which is run: The SQL script is located in: https://github.com/mangostwo/database/blob/master/Tools/updateRealm.sql I believe the linux load database scripts are missing a call to this vital file
  16. antz

    CMSG_BUG

     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
  17. Could not use the built in ACE rather than the external one ? - I'm not a unix person so what do I know
  18. Welcome - Hope you have fun here !
  19. antz

    Setting up User Accounts

    @brothir The wiki reference guides have recently been updated to include the commands: see the 'table contents' section of: Command
  20. @Matombo Have you also set the values in realm.conf for mangos.conf to set the locale ?
  21. The locale setting in the mangos.conf tells mangos to read the translated values in the mangos database, these are used in addition to the localised DBC's
  22. I don't know whether that client is a standard client or a modified client. The error is sometimes triggered by a bad network connection. I often get it when i'm playing over wifi on my laptop, however my main pc (wired) never gets it
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