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Aligatro

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Posts posted by Aligatro

  1. diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp
    index 8014220..aa8e3fe 100644
    --- a/src/game/SpellEffects.cpp
    +++ b/src/game/SpellEffects.cpp
    @@ -713,6 +713,25 @@ void Spell::EffectDummy(uint32 i)
                        m_caster->CastSpell(unitTarget,spell_id,true,NULL);
                        return;
                    }
    +                case 8344:                                 // Gnomish Universal Remote Control
    +                {
    +                    if(!unitTarget)
    +                        return;
    +
    +                    uint32 spell_id = 0;
    +
    +                    uint32 rnd = urand(0, 99);
    +
    +                    if(rnd < 7)                            // Backfire. Taunts the target.
    +                        spell_id = 8347;
    +                    else if(rnd < 12)                      // Another possible backfire. Roots the target.
    +                        spell_id = 8346;
    +                    else                                   // Gain control
    +                        spell_id = 8345;
    +
    +                    m_caster->CastSpell(unitTarget,spell_id,true,NULL);
    +                    return;
    +                }
                    case 13567:                                 // Dummy Trigger
                    {
                        // can be used for different aura triggering, so select by aura
    

    Everything is working, but I can't figure out how to interrupt channeling effect (and remove buff from player) after I dismiss charmed npc.

  2. Implements spell 59640

    For Revision [8193]

    Not sure.

    diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp
    index 8014220..d88ab9f 100644
    --- a/src/game/SpellEffects.cpp
    +++ b/src/game/SpellEffects.cpp
    @@ -757,6 +757,22 @@ void Spell::EffectDummy(uint32 i)
                        m_caster->CastSpell(m_caster, spell_id, true, NULL);
                        return;
                    }
    +                case 59640:                                 // Underbelly Elixir
    +                {
    +                    if(m_caster->GetTypeId() != TYPEID_PLAYER)
    +                        return;
    +
    +                    uint32 spell_id = 0;
    +                    switch(urand(1, 3))
    +                    {
    +                        case 1: spell_id = 59645; break;
    +                        case 2: spell_id = 59831; break;
    +                        default:spell_id = 59843; break;
    +                    }
    +
    +                    m_caster->CastSpell(m_caster, spell_id, true, NULL);
    +                    return;
    +                }
                    case 17251:                                 // Spirit Healer Res
                    {
                        if(!unitTarget || !m_originalCaster)  

    Also, posted on http://mangos.ru/forum/showthread.php?t=20901

  3. I don't know what version you have, but casting just any spell should have never worked. Are you sure you aren't using a gm command?

    I was using rev 8019. And no, it wasn't a gm command. I had 5 bots in my party and all of them casted the same spell on enemy target. And I didn't teach them that spell.

    They all killed themselves.

    They didn't have this spell in their spellbooks right ?

  4. I don't think so, the hackers (two of them) were from Germany.

    Anyways I recommend everyone not to use phpmyadmin.

    So, this means that you are hosting your server open to the internet. =/ Just use .htaccess file to restrict only to localhost or internal ips for the whole folder where phpmyadmin is located. Or use password protection, also using .htaccess.

  5. Our mysql is set to only allow connections from localhost. Our user/pass combo was username + 8 character pass. Even after we replaced the password with a VERY long and complex pass, they got in just the same. Ever since we got rid of phpmyadmin, the attacks have stopped.

    I have a feeling they were using some kind of phpMA exploit to bypass it completely.

    They also tried breaking into our SSH according to the logs but weren't successful.

    Is he on the same lan network(in some countries there are huge lan netoworks offered by ISPs) as your server ? Because there are tools out there that let you easily sniff traffic on lan and retrieve passwords from unencrypted connections.

  6. I vote for multi-processing , because it's going be better for users. One mangos process crashes, but others will continue to work, so only one part of the world will disconnect. And on dual core servers you can simply put one process on one core and second process on another core. What if we create one process per player? Will it slow down a server/increase memory usage on overall ?

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