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Messages - 111tester

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1
Quote from: "stoneharry"
I did some updates to my spell editor recently:



Added icons to the spell list, started working on spell string parsing. I'm working through Vel's tag documentation:

Quote
MAIN THINGS
Each spell can have up to 3 effects. Each linked tag can also have a number of the effect, like $TAG1 $TAG2 $TAG3

for example our spell has a two damage types, the first deals a

(effect1)1-100 damage(Randomly)
(effect2)50 damage. Additionally
(effect3)decrease enemy speed by 30%

Spell deals a $s1 damage, and $s2 damage. Additionally decrease target's speed by $s3%.
ingame: spell deals a 1-100 damage, and 50 damage. Additionally decrease target's spee by 30%.

if you use tag without the number - it calculate all the damage(1+2+3 if it possible) from the spell. Or something else(dependent of the tag)

-------------------------------------------------------
$N - current stacks of spell, for example in tooltip:
          Your blazing shield now have $n charges
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$d - spell duration:
          Your diseace will torment the victim within $d.
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$t - pereodic trigger, for example:
          Your fire shield deals 100 damage every $t seconds.
-----------------------------------------------------
$o - summary damage dome from DOTHOT
          Your immolation made a $o damage during 10 seconds.
          (for example your spell made a 10 damage each 2 seconds, spelldur 10seconds = $o automatically calculate damage as 50, $o in this case = 50)
-----------------------------------------------------
$x - count of targets for this spell
          your chain lightning hits $x targets
-----------------------------------------------------
$v - maximal allowed level of target
           "Target of the spell can only be a target not higher than level $v
-----------------------------------------------------
$z - destination of heartstone(your tavern name)
-----------------------------------------------------
$s - simple base point of spell(damage or healing, support scatter like in fireball damage 8-12 damage etc)
           your fireball deals a $s fire damage.
           $s - is minimal damage
           $S - is MAXIMAL DAMAGE
           like deals $s - $S damage. INGAME: deals 7 - 14 damage.
-----------------------------------------------------
$m - modified (can by talents or glyph, used only for player-based spells) point of spell
            you can ressurect the target with the $m health and mana
------------------------------------------------------
$r - radius for direct spell
           cast a fireball, works at a distance of $r yards.
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$a - radius for AOE spell
           your circle of fire deals a XXX damage of $a yards around you.
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$b - additional multipler of the spell(HARD TO USE)
           for example 66(main damage) + combo point * $b
           (used only by rogues and druids in cat form)
           deals a $(66*1+$b) damage for 1 combo, and $(66*2+$b) damage for 2 combo
------------------------------------------------------
$h - chance to proc (percentage only)
           your mind blast can proc by $h% chance, when you use a this spell.
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$g(Mr:Mrs) (specific gender description)
           Usefull mostly for ruRU(and maybe other) locales with different class names by gender.
           example: $g(Priest:Priestess) deals a 150% holy damage.
           the same as quests like senjorlady
------------------------------------------------------
$l - Specific locale description(mostly with the ruRU locale)
          typocal form: $l: екс: екса: ексов)(if try to translate it $l:One_Cake:two_Cakes:lot_cakes(higher than 2)
          (nevermind, a feature of the Russian language)
------------------------------------------------------
$q - misc value
          used in auras with base value + misc value(for example ressurection useas BV as restored hp, and miscA as restored mana.

------------------------------------------------------
$AP - Current attack power(not confirmed) uses only for formulas, involved in the formation of damage or healing.
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$E - dependent(from damage) spell value. For example in death coil. It deals 244($s) damage, and leech $e health to the caster
     or mana shield, when caster take a damage, they less $e of mana per 1 taken damage.
------------------------------------------------------
$u - max stack value
------------------------------------------------------
$i - max affected target of spells(for example mass fear)
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$f - dummy(script) value (used in death strike of DK)
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$LINK to spell param, set your spell entry from the different spell(if they triggered by current)
for example main spell with entry 100(fireball) and deals a 7 damage , triggered spell with entry 666(burn) deals a 14 damage during the 5 seconds.
EXAMPLE: Deals a $s1 damage, and additional $666o1 fire damage by $d.

three parts
1) $
2) spell entry(usually different(triggered))
3) linked param(see above)
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${FORMULA} - in brackets you can combine different values to made a one.

1. { } external brackets
2. ( ) internal brackets - Within each of these brackets, a separate formula, like ${(formula1)*(formula2)} or more
3. *$ multi-modifier, always in the end of formula(it calculates: *per level of caster, *base spell modifier. and other things from spell.dbc is not included into main formula)

EXAMPLE: Ice nova uses ${$m1*$} - ${$M1*$} of frost damage at discription.
original formula: 52-59+caster level*0.50(spell modifier)

for example player level is 50.

result: ice nova uses 52+50*0.50 = 51 minimal damage, 59 + 50*0.50=54.5 damage
frost bols deals a 51 - 54 frost damage.
**************************
second example:
Revenge(warrior tank spell): Deals from ${$m1+$AP*0.310} to ${$M1+$AP*0.310} weapon damage
**************************
third example:
backstab(rogue spell): deals $m2% weapon damage, and additional  ${$m1*1.5} damage.

effect1: weapon 60% of normalized weapon damage
effect2: weapon 150% percent damage(include buff effects)
effect3: add compo point +1

we know that this spell deals a 60% of weapon damage +150%, this can be present as 1.5, we get ${$m1*1.5} (60%*150%). = 210% of weapon damage(approx)
---------------------------------------------------------



Unknown params of formulas:
$MWS - some of meele spells
$PL
$FLOOR
$COND
$GT

unused tags:
$j
$w

$sp = spellpower
$spa = arcane spellpower
$spfi = fire
$spfr = frost
$sph = holy
$spn = nature
$sps = shadow
$bh = spell power healing

$RAP = range attack power

$MWB - max weapon base dmg   | melee weapon base dmg (max)
$mwb - min weapon base dmg   | melee weapon base dmg (min)
$MWS - max weapon speed      | melee weapon speed

true or false
$?(s Id of spell needed to check)[If learned - this text][If not learned - this text]
$?(sid1 | sid2)[true][false] = If learned spell 1 or spell 2 than true, else - false
$?!(sid1 | sid2)[true][false] = If learned spell 1 or spell 2 than false, else - true

2
Quote from: "Krang Stonehoof"
Greetings,

I've seen a recent Blue Post from a Blizzard Developer, and someone was complaining on the forums that they cannot see an NPC, and the Developer replied with: "You cannot see him because you have to complete a quest in order to see the NPC". And I was curious, on a Trinity Core 3.3.5, would it possible to implement something like that? To make an NPC visible after completing a Quest, but without phases. (Also, you have to take in consideration that the NPC shall be visible only for the player who completed the quest, not for everyone after first completion).

Thanks,
Lucian

Use an aura of invisibility on creatures. Then give the player an aura of visibility after completing quest.

3
Serverside Modding / Re: [QUESTION] SmartAI problem
« on: November 28, 2015, 05:40:03 am »
(-guid, 0, 0, 0, Eventid, 0, 0, 0, 0, 0, 0, 0, 69, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, Xcoord, Ycoord, Zcoord, 0, 'comment');

And in your situation you should use

(-guid, 0, 0, 0, 68, 0, 0, 0, Eventid(from_database), 0, 0, 0, 69, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, Xcoord, Ycoord, Zcoord, 0, 'comment');

You must write your creature's guid, EventID and coords. This should work.

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