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Messages - Makpptfox

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16
General / Re: [QUESTION] [NEED HELP] Gem dosn't shwon in the socket place
« on: September 27, 2017, 01:33:22 pm »
Most of the "buff" provided by the gems are linked to one and only item's entry.

You will most likely copy/past a new entry in the dbc named SpellItemEnchantment.dbc and in GemProperties.dbc.

It's easy to understand once you get this here's an exemple :

I've created a gem (prismatic one, meaning it goes in red, blue or yellow) wich give +100 to spirit.



here's a screenshot of the SpellItemEnchantment.dbc; the 300145 is the ID of my Item used to be the gem in game, let's call it "the caching entry". I don't know why but the facts is when you didn't add it, it's not rendering correctly.

For the full descriptions about the collums go at https://wowdev.wiki/DB/SpellItemEnchantment



then you can see my GemProperties.dbc as you probably though 4030 is the same as my SpellItemEnchantment's row ID.

For the full descriptions about the collums go at https://wowdev.wiki/DB/GemProperties (Keep in mind that the wiki say "Gem Color (a combination of Meta = 1, Red = 2, Yellow = 4 and Blue = 8 )" but you can add "14" as the prismatic one.)

Once it's done you just need to create a new gem with the exact same ID as the caching entry in SpellItemEnchantment, change it's gemproperties with the one you've just created and of course, upload the dbc on your server before restarting it.

Hope it helps.

17
Miscellaneous / Re: Enabling Combo Points display on other classes?
« on: September 03, 2017, 11:16:27 am »
Old topic but i'll answer anyway for future references, I looked to find if it was possible to change the display of combopoints on a custom class I had created (the class was using mana, rage and energy at the same time) and after dozens of changes and try in the core itself and in the interface (even with some test on interface addons) it wasn't working, I've come to the conclusion that it was hardcoded to show only for rogues&druids.
BUT. Warrior use combopoints, so there are here even if we can't see them (If you wonder, the spell Overpower generate a combopoint if the target dodge, then you can use the spell, some bodging from blizzard) with some try I've figured out that Eluna can track these combo points and i've done a little lua code and added some graphics with it to show the combos points in "real" time.

TLDR : From my personnal test you can't except if you do it with Eluna installed in your core.

18
Serverside Modding / Re: How to hide selected (enemy) player's buffs ?
« on: April 28, 2017, 04:47:00 pm »
If I understand correctly, you should be able to do it with some lua/xml editing on the targetframe, dont know where exactly tho.

19
"Retro-Porting" / Re: [RELEASE] [WoTLK Legion New Combat Animations
« on: April 27, 2017, 12:58:25 pm »
You could just have renamed the new SPELLS animations' m2's over the old one and change the attachpoint for some spells rather than change the whole spell.dbc, plus it would have been compatible with every languages.

20
Serverside Modding / Re: [TC 3.3.5] Game_event_condition system
« on: April 08, 2017, 07:15:56 pm »
And, here's a shameful up.

Still not able to make it work.

21
Hello guys,

I wanted to create some interactives events (like Ahhn'Qiraj war effort in classic or Shattered sun offensive in tbc) and I got a look at Game_event_condition and Game_event_quest_condition, first, they're empty in TLK 3.3.5 for TrinityCore but let's be honest, it doesn't look that hard.

So first I created a Game_Event for the test with the ID 35 (nothing is here for me)
I have set the "world_event" field on 1, and I have added some random big fires into the event, to get a visual information if Yes or No the event is active.

Then I used an old quest (entry : 66016) wich is repeteable as a quest reference for Game_event_quest_condition and I filled the fields like that :

Code: [Select]
eventEntry = 35 | quest = 66016 | condition_id = 50 | num = 1
Then same goes for Game_event_condition like that :

Code: [Select]
eventEntry = 35 | condition_id = 50 | req_num = 2 | max_world_state_field = 4000 | done_world_state_field = 5000 | description = test
And when I restart the server and try to go on the NPC to do the quest : Nothing.

With the informations i've added in the tables, I should see the event 35 appear when I complete the quest 66016 two times.

But even if I complete it one time and go into the Characters.game_event_save, it's empty...

I tried many things without any ideas and Google is pretty cheap in informations about the Game_event_condition system, I even installed a Vanilla and TBC database to check on it if something was going to help me but.. Nope.


So, if someone know anything about that, it would be pretty neat to be able to understand how it works, or why it didn't.. At this point I'll take everything.


Regards !




[EDIT : Solved through eluna code]

22
Serverside Modding / Re: [Spell.dbc] Adjusting 20167 (Seal of Light)
« on: March 31, 2017, 02:31:53 am »
Its in Spell_proc_event, in "custom chances".

Be sure to add/change the chances of the trigger' spell and not the triggered !

23
It looks sexy, I will give it a try even if I won't definitly go on it since it's not compatible with Eluna but the project can be a nice TrinityCore Alternative for modders.

24
I tried to figure out what could possibly go wrong with your informations, but I just can't understand the problem. Tried to check nearly all the data with compare on 101 for the concerned structs but nothing really specific.

I drop the idea of fixing it for now.

25
"Retro-Porting" / Re: [REQUEST] Queen Azshara
« on: March 23, 2017, 08:47:14 am »
Here it is, but sincerely don't be a lazy leecher, it would help you for futures works.

Using the search button isn't that hard.
http://www.modcraft.io/index.php?topic=10806.msg57292#msg57292


The model : https://mega.nz/#!hUUkwLSK!oNN9hRaf0qmz30vcN89SBf_6koABLAHR3Hx0kD0KbfA

26
Hi guys,

I have a bug from a long time and I was trying to solve it with some work, but I don't seem to really even know where to search (already looked at the wiki for the WMOv17 and the group/root and I have all the templates for 010).

It basically cause to being unable to see the exterior of the WMO when you're in certain parts of the WMO.

Here's a screenshot for more explanations :




I have already tried to change some values like the flags and other one in the MOGP and MOGI structs and checked in either the GROUP and the ROOT but nothing seem to touch on this line of sight problem.

If someone have informations on this, even a little clue would be nice at my point. :)

Regards !

27
Just adding this here but Grymskvll made an awesome and detailed explanation for spellclassmask from spell.dbc here :
http://www.modcraft.io/index.php?topic=10990.msg58481#msg58481

28
Resources and Tools / Re: Buckle Texture Hardcoder
« on: March 17, 2017, 04:40:39 am »
Was doing it by hand, your tool is greatly welcome ! Thanks !

29
Random / Re: What happened to the website?
« on: March 07, 2017, 02:58:35 pm »
Nice job on the new website/forum everyone. :)

30
Resources and Tools / Re: [TOOL] OBJ to M2 converter + Sources
« on: February 09, 2017, 07:35:23 am »
Do you have the .skins ?

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