Forums WoW Modding Support Archives Azerothcore Discord Archives [DiscordArchive] in:`AuraEffect.GetEffIndex() == 0` does the `0` mean the first spell effect or is it a catch-all for

[DiscordArchive] in:`AuraEffect.GetEffIndex() == 0` does the `0` mean the first spell effect or is it a catch-all for

[DiscordArchive] in:`AuraEffect.GetEffIndex() == 0` does the `0` mean the first spell effect or is it a catch-all for

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rektbyfaith
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0
03-29-2025, 01:42 PM
#1
Archived author: Young Toto • Posted: 2025-03-29T13:42:46.873000+00:00
Original source

in:`AuraEffect.GetEffIndex() == 0` does the `0` mean the first spell effect or is it a catch-all for every spell effect?
rektbyfaith
03-29-2025, 01:42 PM #1

Archived author: Young Toto • Posted: 2025-03-29T13:42:46.873000+00:00
Original source

in:`AuraEffect.GetEffIndex() == 0` does the `0` mean the first spell effect or is it a catch-all for every spell effect?

rektbyfaith
Administrator
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03-29-2025, 02:29 PM
#2
Archived author: Diro • Posted: 2025-03-29T14:29:11.172000+00:00
Original source

That depends on what you define by "handle". For playerbots, not only are there settings for number of bots, but there are settings for how many bots are active alone when there are no players around. The metric you want to keep an eye on is server delay when you issue a "server info" command. Ideally the mean delay is around 50ms or less, but I find even up to 250ms is still workable. Beyond that you start noticing the lag and it won't be nice.
rektbyfaith
03-29-2025, 02:29 PM #2

Archived author: Diro • Posted: 2025-03-29T14:29:11.172000+00:00
Original source

That depends on what you define by "handle". For playerbots, not only are there settings for number of bots, but there are settings for how many bots are active alone when there are no players around. The metric you want to keep an eye on is server delay when you issue a "server info" command. Ideally the mean delay is around 50ms or less, but I find even up to 250ms is still workable. Beyond that you start noticing the lag and it won't be nice.

rektbyfaith
Administrator
0
03-29-2025, 02:29 PM
#3
Archived author: Sayangjoy • Posted: 2025-03-29T14:29:48.878000+00:00
Original source

hello all
rektbyfaith
03-29-2025, 02:29 PM #3

Archived author: Sayangjoy • Posted: 2025-03-29T14:29:48.878000+00:00
Original source

hello all

rektbyfaith
Administrator
0
03-29-2025, 02:30 PM
#4
Archived author: Sayangjoy • Posted: 2025-03-29T14:30:19.800000+00:00
Original source

Hello all,
im kinda new to this all. but i managed to install a server on debian. it was running , now i want to install the guild house addon.
i did the git clone https://github.com/azerothcore/mod-guildhouse.git
and then
cd ~/azerothcore-wotlk/
./acore.sh compiler build

now i cant start the server because i miss the sql part . it says Table àcore_characters.guild_house dowsnt exist.
your database isnt up to date.
how to fix this please?

thanks for the respiond and help
[Embed: GitHub - azerothcore/mod-guildhouse: Custom guild house for Azeroth...]
Custom guild house for AzerothCore. Contribute to azerothcore/mod-guildhouse development by creating an account on GitHub.
https://github.com/azerothcore/mod-guildhouse.git
rektbyfaith
03-29-2025, 02:30 PM #4

Archived author: Sayangjoy • Posted: 2025-03-29T14:30:19.800000+00:00
Original source

Hello all,
im kinda new to this all. but i managed to install a server on debian. it was running , now i want to install the guild house addon.
i did the git clone https://github.com/azerothcore/mod-guildhouse.git
and then
cd ~/azerothcore-wotlk/
./acore.sh compiler build

now i cant start the server because i miss the sql part . it says Table àcore_characters.guild_house dowsnt exist.
your database isnt up to date.
how to fix this please?

thanks for the respiond and help
[Embed: GitHub - azerothcore/mod-guildhouse: Custom guild house for Azeroth...]
Custom guild house for AzerothCore. Contribute to azerothcore/mod-guildhouse development by creating an account on GitHub.
https://github.com/azerothcore/mod-guildhouse.git

rektbyfaith
Administrator
0
03-29-2025, 02:31 PM
#5
Archived author: Sayangjoy • Posted: 2025-03-29T14:31:58.742000+00:00
Original source

hope someone could assist me
rektbyfaith
03-29-2025, 02:31 PM #5

Archived author: Sayangjoy • Posted: 2025-03-29T14:31:58.742000+00:00
Original source

hope someone could assist me

rektbyfaith
Administrator
0
03-29-2025, 02:49 PM
#6
Archived author: GRUHGRRRRRRRRUH • Posted: 2025-03-29T14:49:22.256000+00:00
Original source

To update, I think that the error is related generally to azerothcore and not specifically to playerbots module. The error seems to point to map.cpp file, line 1766, "ASSERT(obj->IsInWorld());"

The whole part of code looks like:


void Map::SendObjectUpdates()
{
UpdateDataMapType update_players;
UpdatePlayerSet player_set;

while (!_updateObjects.empty())
{
Object* obj = *_updateObjects.begin();
ASSERT(obj->IsInWorld());

_updateObjects.erase(_updateObjects.begin());
obj->BuildUpdate(update_players, player_set);
}

WorldPacket packet; // here we allocate a std::vector with a size of 0x10000
for (UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
{
if (!sScriptMgr->OnPlayerbotCheckUpdatesToSend(iter->first))
{
iter->second.Clear();
continue;
}

iter->second.BuildPacket(packet);
iter->first->GetSession()->SendPacket(&packet);
packet.clear(); // clean the string
}
}

So my game crashes on the above piece very often when I leave a party of altbots from different accounts.
rektbyfaith
03-29-2025, 02:49 PM #6

Archived author: GRUHGRRRRRRRRUH • Posted: 2025-03-29T14:49:22.256000+00:00
Original source

To update, I think that the error is related generally to azerothcore and not specifically to playerbots module. The error seems to point to map.cpp file, line 1766, "ASSERT(obj->IsInWorld());"

The whole part of code looks like:


void Map::SendObjectUpdates()
{
UpdateDataMapType update_players;
UpdatePlayerSet player_set;

while (!_updateObjects.empty())
{
Object* obj = *_updateObjects.begin();
ASSERT(obj->IsInWorld());

_updateObjects.erase(_updateObjects.begin());
obj->BuildUpdate(update_players, player_set);
}

WorldPacket packet; // here we allocate a std::vector with a size of 0x10000
for (UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
{
if (!sScriptMgr->OnPlayerbotCheckUpdatesToSend(iter->first))
{
iter->second.Clear();
continue;
}

iter->second.BuildPacket(packet);
iter->first->GetSession()->SendPacket(&packet);
packet.clear(); // clean the string
}
}

So my game crashes on the above piece very often when I leave a party of altbots from different accounts.

rektbyfaith
Administrator
0
03-29-2025, 03:05 PM
#7
Archived author: Neeway • Posted: 2025-03-29T15:05:53.913000+00:00
Original source

Is it possible with a module or database change to make blood elf characters (or a single character) permanently playable on alliance? Doing quests, using trainers, vendors etc even bgs
rektbyfaith
03-29-2025, 03:05 PM #7

Archived author: Neeway • Posted: 2025-03-29T15:05:53.913000+00:00
Original source

Is it possible with a module or database change to make blood elf characters (or a single character) permanently playable on alliance? Doing quests, using trainers, vendors etc even bgs

rektbyfaith
Administrator
0
03-29-2025, 03:07 PM
#8
Archived author: metallinos • Posted: 2025-03-29T15:07:26.505000+00:00
Original source

Should affect all creatures but not sure if mod autobalance overrides it
rektbyfaith
03-29-2025, 03:07 PM #8

Archived author: metallinos • Posted: 2025-03-29T15:07:26.505000+00:00
Original source

Should affect all creatures but not sure if mod autobalance overrides it

rektbyfaith
Administrator
0
03-29-2025, 03:11 PM
#9
Archived author: metallinos • Posted: 2025-03-29T15:11:26.126000+00:00
Original source

From table acore_world.conditions:

```
"SourceTypeOrReferenceId" "SourceGroup" "SourceEntry" "SourceId" "ElseGroup" "ConditionTypeOrReference" "ConditionTarget" "ConditionValue1" "ConditionValue2" "ConditionValue3" "NegativeCondition" "ErrorType" "ErrorTextId" "ScriptName" "Comment"
"1" "12678" "16303" "0" "0" "8" "0" "6383" "0" "0" "0" "0" "0" "" \N
```
It drops for all players who have completed quest ID 6383, with a 100% chance
rektbyfaith
03-29-2025, 03:11 PM #9

Archived author: metallinos • Posted: 2025-03-29T15:11:26.126000+00:00
Original source

From table acore_world.conditions:

```
"SourceTypeOrReferenceId" "SourceGroup" "SourceEntry" "SourceId" "ElseGroup" "ConditionTypeOrReference" "ConditionTarget" "ConditionValue1" "ConditionValue2" "ConditionValue3" "NegativeCondition" "ErrorType" "ErrorTextId" "ScriptName" "Comment"
"1" "12678" "16303" "0" "0" "8" "0" "6383" "0" "0" "0" "0" "0" "" \N
```
It drops for all players who have completed quest ID 6383, with a 100% chance

rektbyfaith
Administrator
0
03-29-2025, 03:12 PM
#10
Archived author: Protos • Posted: 2025-03-29T15:12:21.857000+00:00
Original source

yes I found that out the hard way
rektbyfaith
03-29-2025, 03:12 PM #10

Archived author: Protos • Posted: 2025-03-29T15:12:21.857000+00:00
Original source

yes I found that out the hard way

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