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Olion

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Everything posted by Olion

  1. The `GetWorldObject` method must be getting the reference to an existing (closest to the player) gameobject with presented entry (179697). If you get nothing, then there is no such gameobject in (the some default) range. Perhaps you need to create the gameobject. Look for the methods named with Summon or Spawn; I do not know the exact name in Eluna. Upon creation, the core informs all players about the gameobject.
  2. The actual GM levels are assigned to the commands in the DB, see the number in second column of the command table. If there is no entry for particular one, the defaults get into effect. You can find that in the Chat.cpp code. There isn't many people having now a good solid view over the emulator as a whole. Something like documentation at the most can be found here. TrinityCore is the long ago splitted branch of Mangos, and it controls the same client. However difference in the code may be huge. One of the best open source Cata projects, in my opinion, is this, though OvahLord had lost much when started cherry-picking all TrinityCore core commits. Of those, usually about 50% are unuseful and 1-3% are clearly wrong.
  3. I assume that you have good (i.e. not broken) client files. Then you could try to do the extraction under Windows to ensure the file names are case insensitive. The same can be achieved under Linux at a FAT32 filesystem. I had an issue once (with a Camera file though) of capsed/not capsed file name.
  4. One could start such estimation counting instance scripts (script_binding, type=10). Without such a script, proper save of the dungeon state is impossible. It's not critical though for dungeons without boss priority and doors to control. MangosOne has 43 entries, and that is about 10 entries off: in Auchindoun, TK, and elsewhere. The next step of a quick estimation is just the total source code size in a dungeon folder of SD3, divided by the boss number. Then you can expect some disappointment from Sholo, Sunken Temple, DM, ZF, Hyjal and perhaps several others. For example, (IIRC) mine nodes in Hyjal must appear to the raid after completion only; I do not believe that it's implemented (and do not see any implementation at a quick glance). What you can be nearly assured, is that all dungeons are completable. The playing experience is another thing... typical issues: missing atmospheric encounters, textes, visuals (due to missed spells), simplified fight mechanics, missing some boss spells ("not implemented in the core"). All this pertains to the most open source projects.
  5. You won't get here a proper support for this. The usual policy of not supporting repacks comes from that we barely know what's inside of the repack. For example, one can see 6 access ("GM") levels instead of 4 Mangos default ones. And the first question, is the repack based on MangosZero or Cmangos. Anyway, you can get a general idea on the GM command set either typing ".help" ingame, or browsing through this. Adding/removing NPCs is similar for the most emulator flavours, so I believe you're looking for ".npc add"/".npc del" command. Controlling loot tables is, on the contrary, too complicate to be implemented as a GM command. You need to modify SQL tables for that, so I suggest to find a tool (even having a GUI) for the task. And no, I do not know such a tool outside developer scope.
  6. What server version is this about? Warden had been ported into Zero, and lot of the checks is meaningful for Windows client build 5875 only (neither another builds nor the Mac client!). I would expect the described behaviour from the One core.
  7. Why that many? The idea of a pool is limiting the number of simultaneously spawned objects. If you join all the 100 nodes to a single pool with spawn limit say 30 (see pool_template), then there will be no more than 30 spawns at the given time. "No more" stands here due to the timed respawn control. Reducing pool sizes, you reduce randomness and that is barely the goal. A large pool means that when you gather a node then another one (not being on respawn CD) may appear randomly at any of a lot of spawn places. In general, you will need to travel a longer distance to find it. The issue of the gatherer addons is that they are unable to provide any info on the pooling. All the nodes are shown at once. P.S. Pool of pools (see pool_pool) is usually used when a node of different type (copper/tin, or tin/silver, for example) may be spawned at a place. The scheme introduces another issue at underpopulated realms though.
  8. I'm sure the Blizz had the task of traffic minimizing in mind. At their position, it looked easily: search the traffic log (sniffes, to us) for repeating packet (opcode) patterns and modify the protocol implementation to reduce them. On the contrary, the core implementation doesn't look very good. Player::StoreNewItem and Player::EquipNewItem both do ItemAddedQuestCheck(...) sending the SMSG_QUESTUPDATE_ADD_ITEM packet. We can either provide the two methods a flag to avoid ItemAddedQuestCheck (the signature change), or inline the corrected code from the methods right into Player::BuyItemFromVendor(...). I like the second option better, while the proper way may be even changing Player::StoreNewItem and Player::EquipNewItem as well as their callers.
  9. Only respective sniffes give a solid ground to modify current protocol. While solution is efficient, it looks wrong at the same time. Try to buy an item with limited vendor quantity, for example the one from Tharynn Bouden (entry 66), and look at the item number present by the vendor. Perhaps conditionally avoid to send the SMSG_QUESTUPDATE_ADD_ITEM packet after SMSG_BUY_ITEM is the proper way. I have no sniffes as well.
  10. It looks very like to the one described here: https://github.com/namreeb/nampower If so, then it is rather a client issue with respective non-core-related solution.
  11. You could look for a desciption of the source info, from which the map and other files are calculated by the extractors, at the cite https://wowdev.wiki. No one knows, how much accurate is it.
  12. You could prevent entering into a new map (not the first login changing player's Map* from null to something!) to a player in dead state. It is easy enough, just do not forget to handle the ships/zeppelins. Or, disable dungeon portal usage to the dead instead. However, you need to check the dungeon binding mechanic. A player who died in a dungeon, needs a friend to get resurrection. The friend should enter the same dungeon instance. I do not remember if a dead player may invite anyone to the group, allowing access to his dungeon instance that way. Especially, what happens, if the friend is bound to the own instance of the same dungeon map. Perhaps you have to prevent any spirit movement as well, sticking it to the corpse place.
  13. This is not an issue. A citation from my CMakeCache.txt: //Enable remote access via SOAP SOAP:BOOL=OFF By default, SOAP build is turned off. You need to turn it on while running CMake.
  14. IIRC it is the only way to allow resurrection by other players. Also it is an even better way, but you will need to handle both ones properly. There are lots of situations involving dead and ghosts. For example: logout in dead state. At next logon the spirit is free. Perhaps you manage to create that "corpse with spirit unreleased" thing instead; the same but in dungeon at logon since dungen save expired, so there is no place to create that "corpse with spirit unreleased".
  15. I believe a better way to do this must be implemented at the protocol level. For example, when player hits the "Reclaim Corpse" button, the client sends to the server CMSG_RECLAIM_CORPSE opcode. As defined in Opcodes.cpp, it will be handled in void WorldSession::HandleReclaimCorpseOpcode(WorldPacket& recv_data) To prevent corpse reclaiming, you could just return at the start of that method, preferably since the packet is read. A drawback is that the player will be seeing/getting the menu with that button; the same holds for your proposed method. Perhaps a more subtle and cleaner way would be mangling with the SMSG update object packet sending, but it's much more complicated. Also you need to check any method if it prevents legitimate resurrection by spell. Similarly, at player chat, client sends CMSG_MESSAGECHAT packet handled in WorldSession::HandleMessagechatOpcode(WorldPacket& recv_data). You could implement the chat filtering here by the chat type. See `enum ChatMsg` in SharedDefines.h. Looks like you need to disable many chat types, particularly everything related to the CHANNEL in enum ChatMsg. The spirit healer interaction creates CMSG_SPIRIT_HEALER_ACTIVATE packet, though I'm unsure if there is nothing more to it. For example, WotLK spirit healer pulses (do not requiring player interaction other than getting in range) are handled in a different way. However, it may be easier this time just change the spirit healer NPC unit flags in the world DB (creature_template.UnitFlags, add UNIT_FLAG_NOT_SELECTABLE; do not forget to reset the client cache after this).
  16. Hallo! So ich versuche die Fragen der Reihe nach zu beantworten. Der Ordner serverTwo-build enthielt Zwischendateien der Compiler. Die Dateien beschleunigen nur die weitere Kompilationen. Du kannst die Dateien eliminieren wenn der Server läuft. Die Anleitung sieht gut aus. Die Punktenumerierung unwesentlich ist. MySQL Workbench ist deine Programm um die Tabelle zu ändern. Die Maps und die andere extrahierte Dateien müssen in den Ordner serverTwo_install sein. Das ist in den mangosd.conf festgelegt. Wenn du hast DataDir = "." der File mangosd.exe muß in derselben Ordner mit dbc/, maps/, vmaps/, mmaps/ sein. Wenn DataDir="data" dann mangosd.exe wird in data/maps/ die Maps suchen. Es scheint das Problem hier zu sein. P.S. My German is inactive since long. While reading is acceptable still, writing German takes far too much time from me.
  17. The core mimics the official version, where players needed to buy the expansion update in order to get into the new maps or use the new class. It does this by using account.expansion field, which must be set to 2 to allow the WotLK map access to the account. Usually, you set this field to 2 by default in a PHP account registering script.
  18. So just a few ideas... Testing the check, I would load an addon and compose checks for its strings, begining with the name, something it says to the player when loaded, and up to anything it reports to the player's chat. Considering reference to the FrameScript::GetText client function (and hoping we got the offset correctly), it probably checks addon output strings. Also, the "failure" of the check may be the desired result, while "ok" may mean "the string is found". Once again, ensure that your client is of 5875 build. The in-core warden isn't ready for any other version for now.
  19. Unfortunately, the proposed way is incorrect. Every NPC is identified by a `guid` field in the DB (GUID = Global Unique ID), renamed to the SpawnId in the current TC. This "DB GUID" may be used in several other DB tables, for example, game_event_creature or creature_linking. Your approach will surely change the NPC DB GUID; even if you delete it first and add it second, you won't get the old DB GUID for it back. Also, NPC removal doesn't care for cleaning up any reference to the NPC in the other tables. In other words, you destroy much more than you gain. The `creature` table is not reloadable as well. You have to restart the whole server. It's due to a reason, again. A proper way might be changing the in-memory (i.e. loaded) image of the table along with the respective DB content. It's not so simple because you have to show the change to the every client connected that knows of the changed NPC.
  20. Well, FYI the present code was ported from the TC one. The TC table contains no entries for this type of check, and probably for a reason. I suspect this check type to be usable for addon activity. Yeah, there is the way to ban an addon through respective DB table. This check must be for monitoring some addons that aren't banned (yet).
  21. I remember that check type working in TC 3.3.5 well with the same warden module and the same core code. Unsure if it was tested fully here. Perhaps you need to use uppercase letters for the module name in the DB. Also, is your client of 5875 build, just in case?
  22. The 2 spells of health and mana restoration are triggerred by 2 spelleffects. Evidently, the later overrides the former one, this way restoring HP aura gets dropped. The false positive check of aura inconsistency is traced to be in SpellMgr::IsNoStackSpellDueToSpell( The closest TC equivalent is Aura::CanStackWith(. The lot of exclusions is moved there to the DB (spell_group mechanic), and we find that the Mangos check // more generic checks if (spellInfo_1->SpellIconID == spellInfo_2->SpellIconID && spellInfo_1->SpellIconID != 0 && spellInfo_2->SpellIconID != 0) is far outdated and too restrictive. Not that I have an idea of a correct fix beyond porting the whole TC mechanic. However it would be simple to add an exception above (the both SPELLFAMILY_GENERIC and either SpellIconID=1778 or for 2 sets of restoration auras) with the later solution looking a bit cleaner.
  23. The EventAI script of npc 2642 was made as somewhat sophisticated one. However EventType 9 (EVENT_T_RANGE) has no InitialMin/InitialMax parameters, so events 4 and 9 (both with mask 0) casting the spells, happen at once.
  24. Unfortunately, the 6005 build Spell.dbc is clear about this: the poison is applied unconditionally once the food is used. SpellValue 70 pertains only to the 1st effect, that is hp regen. The application is the second effect of the 6410 item spell, and the incore handling looks pretty solid: it is similar to the TC 3.3.5. If the whole spell hits (which is always true), then the 2nd effect is executed unconditionally. Also, the duration of both 6410 and 6411 is the same. If you insist that there must be a chance, then we may face the following: either 1) it was handled by Blizz in a special way, not reflected in the Spell.dbc, or 2) it had been changed during patch progress, but in 6005 got to the present form. On the other hand, I failed to find a coherent description of the mechanic. Versions vary from "ate like 150 never was poisoned" (Patch 1.9.4) through "i ate 11 looking for poison resist in the combat log, nothing" (Patch 1.8.1) to "got poisoned at 2-4 piece". While "poison at tick" scheme looks the most logical, it may be not the actual case. However I feel able to imagine smth like this: the char gets a "poison proc" aura (like 3616 or 7276) from being victim of a scorpid attack, and the aura procs over that food spell; the aura itself has infinite duration and falls off when the char leaves the zone.
  25. If I remember correctly, none of the Mangos sources were adapted to the OpenSSL 2.0. If so, you need to stay at OpenSSL 1.1 which is not the default one for new system distributions. Check your OpenSSL version and try to downgrade it to 1.1 (which will rather be impossible), or try to install it along with 2.0.
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