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Messages - Darkon47

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Miscellaneous / Re: Two resource bars?
« on: September 13, 2015, 12:25:19 am »
That would be doable, though I dont think the client would show it, so you would have to write an addon for that. And while it is possible, you do need to be able to make several core edits, and I am not certain exactly where each of the edits needs to be. One thing you could do would be to have multiple versions of the spells you want and have it cost energy for non-rogues and have a rogue version that costs mana or something like that.

2
Miscellaneous / Re: Two resource bars?
« on: September 12, 2015, 07:44:27 pm »
All classes actually already have energy and regenerate it on a trinity server, you simply need to make an addon to allow the clients to see it. Something like energy watch might be good to take a look at for that, and just find where to disable the class restriction in its code. Assuming you are on trinity or your core has a similar enough SQL structure, you add mana by adjusting the world.player_classlevelstats that has an entry for base HP and mana for each level for each class, you could also add it via custom equipment, the stat number for it is either 1 or 0. Becareful though, as most spells cost a percentage of your base mana, meaning that somone with 0 base mana casts them for free, and the more base mana you have the worse it actually is.

3
Miscellaneous / Re: Two resource bars?
« on: September 12, 2015, 05:37:45 am »
Giving mana to any class that normally does not use it will display a mana bar, though it will likely not regenerate. Additionally, at least in trinity, all classes can use energy and rage, though they do not show a bar, and rage needs some small core edits to allow other classes to generate it. Runes are infinite and runic power always 0 for non-DK's though that could probably be fixed with some moderate core edits.

4
Serverside Modding / Re: What tool to use for bulk DBC edits
« on: September 05, 2015, 09:45:57 pm »
Unfortunately open office caps the number of rows that it will open at about 50,000 and will not properly import anything with more rows than that, and the Spell.DBC has ~70,000 rows by default for a 3.3.5a server as mine is. Additionally it would not really help my problem, as I was looking to do bulk edits with formulaic variations in each one. I have a bit of Java code written to calculate the formulas, and I could use it to make a CSV fairly easily, i just need to find a way to append that onto my Spell.dbc

Edit:
Found out how to do it. The problem originates from the strings in columns 171 and 188, mostly for rogue finishers. To solve this without losing data, use version 1.2.2 or above of myDBCEditor to export the strings as a patch, then clear columns 171 and 188. Next save it as a CSV from myDBCEditor, append your edits to this file with your bulk editing code, then open that CSV with myDBCEditor once more, apply the patch you made earlier, and save it as a DBC!

Edit:
Apparently some flags get destroyed when using the DBC to CSV convention here. The ones I have noticed are any flags with letters in them, and any negative rows

5
Serverside Modding / What tool to use for bulk DBC edits
« on: September 05, 2015, 03:49:41 am »
I have been revamping first aid into another profession on my server, doing so requires large amounts of DBC edits and I need to add 200+ spells to my server for the recipies, 180 of these are formulaic and I had hoped to do this by converting the DBC to a CSV, adding lines to that with a small Java program, and then turning that CSV back to a DBC. However the DBCutil that I tried using corrupts the CSV produced from Spell.DBC preventing me from turning it back into a DBC without destroying all strings, and potentially more than just that.

Basically what I am asking for is what utility I should use to either convert the DBC to and from a CSV or the like, or a tool i could use to make a patch to add more lines to the DBC from a CSV or other simple format file.

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