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Messages - Kian

Pages: [1]
1
Serverside Modding / Re: [WoW Server] Question: Must have a PS
« on: September 20, 2010, 08:33:10 pm »
Just use Mysql + Navicat

Or even better, Xampp because it has Apache too

2
Serverside Modding / Re: A Little Help Please [Ruby Sanctum]
« on: September 07, 2010, 07:42:24 pm »
Just post your script...

3
Development and Presentation / Re: Reign of Ysera: Eternal Dream is over
« on: August 19, 2010, 10:45:22 pm »
Hi here is Kian.

-Scripter (Lua/C++, for custom bosses, events and various scripts)
-DB dev (to fix quests and similar stuff)

as well i'm looking for a Webmaster (php, html, css skills required) and a Graphic (But is not strictly necessary, since i'm already one)


If you want, I can help you with your project.

Skills: Lua, I have my own Engine with Serverhooks new commands etc. I can script everything.
C++. I can change everything you want in your Core and fix spells and change some other things.

DB: I can add items and other things or fix something. If you want to fix quests I can do it in Lua aswell.

Webmaster: I can script in html and css.

Contact:

Msn: kmamedi@web.de
Icq: 374395115 (online every day)

4
Hi here is Kian.

-Scripter (Lua/C++, for custom bosses, events and various scripts)
-DB dev (to fix quests and similar stuff)

as well i'm looking for a Webmaster (php, html, css skills required) and a Graphic (But is not strictly necessary, since i'm already one)


If you want, I can help you with your project.

Skills: Lua, I have my own Engine with Serverhooks new commands etc. I can script everything.
C++. I can change everything you want in your Core and fix spells and change some other things.

DB: I can add items and other things or fix something. If you want to fix quests I can do it in Lua aswell.

Webmaster: I can script in html and css.

Contact:

Msn: kmamedi@web.de  
Icq:  374395115           (online every day)

At the moment I am in vacation. I will get back in 11 days.

5
Serverside Modding / Re: [QUESTION] Wow GlueXML Editting
« on: June 30, 2010, 01:47:02 pm »
I think you´ll need the new Model edit  Fix

6
Serverside Modding / [SHOWOFF] Infinite Happyness for hunter pets.
« on: June 22, 2010, 03:45:23 pm »
Hi guys, I found the Happiness State check when I checked the Arcemu code.

Search for this :

HappinessState Pet::GetHappinessState()
{
   //gets happiness state from happiness points
   uint32 pts = GetUInt32Value( UNIT_FIELD_POWER5 );
   if( pts < PET_HAPPINESS_UPDATE_VALUE )
      return UNHAPPY;
   else if( pts >= PET_HAPPINESS_UPDATE_VALUE << 1 )
      return HAPPY;
   else
      return CONTENT;

and change it to:

HappinessState Pet::GetHappinessState()
{
   //gets happiness state from happiness points
   uint32 pts = GetUInt32Value( UNIT_FIELD_POWER5 );
   if( pts < PET_HAPPINESS_UPDATE_VALUE )
      return HAPPY;
   else if( pts >= PET_HAPPINESS_UPDATE_VALUE << 1 )
      return HAPPY;
   else
      return HAPPY

Then your Hunter pet will be content forever.

Mfg Kian

7
Showoff - what you are working on / Re: Player Chat Revive Script
« on: May 13, 2010, 03:49:09 pm »
I know it schlumpf.

8
Showoff - what you are working on / Ticker in Html (For every Browser)
« on: March 18, 2010, 04:22:07 pm »
Hey guys,  I show you how to create a ticker like marquee but you can see it in every browser.

First at the top of your html file write:

Code: [Select]
<script language="javascript">
var tickertext = " Here ticker Text      ";
var start = 0;
var stop = tickertext.length;
function tickerr() {
document.ticker.ticker.value = "" + tickertext.substring(start,stop) + " " + tickertext.substring(0,start);
start++;
if(start >= stop) { start = 0; }
setTimeout("tickerr()", 120);
}
</script>


And at the place where you want to place the ticker:

Code: [Select]
<table cellspacing="0" cellpadding="0" summary="" border="0">
  <tbody>
    <tr>
      <td>
        <form name="ticker">
          <input style=
          "BORDER-RIGHT: #eeeeee 1px solid; BORDER-TOP: #eeeeee 1px solid; BORDER-LEFT: #eeeeee 1px solid; WIDTH: 250px; COLOR: black; BORDER-BOTTOM: #eeeeee 1px solid"
          name="ticker">
        </form>
        <script language="javascript">
        tickerr();
        </script>
      </td>
    </tr>
  </tbody>
</table>


Now you can customize it. Have fun

Kian

9
Tutorials / [TUTORIAL] Portals in C++ for better performance
« on: March 12, 2010, 09:00:57 pm »
Hey guys, today I´ll show you how to make portals in c++ for better performance. It won´t take as much ram as lua. Thanks for mager for showing me.

So Let´s start.

1. Writing Sql Entry

First open your sql editor, like Navicat.
then add this

Quote
INSERT INTO gameobject_names
(entry, Type, DisplayID, Name, spellfocus, sound1, sound2, sound3, sound4, sound5, sound6, sound7, sound8, sound9, unknown1, unknown2, unknown3, unknown4, unknown5, unknown6, unknown7, unknown8, unknown9, unknown10, unknown11, unknown12, unknown13, unknown14)
VALUES
(ENTRYID, 4, DISPLAYID, "NAME", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);  unknown9, unknown10, unknown11, unknown12, unknown13, unknown14)
VALUES

Change the parts written in Capslock,


2. Finding Portal Folder

Open up your Arcemu Folder and navigate to
C:Documents and SettingsUserDesktopArcemutrunksrcscriptssrcExtraScripts


3. Finding Coordinates

Go Ingame to the place where your portal teleports you.
Then type .gps
and write down the mapid, zoneid, x, y, z and the o coordinates.



4. Adding your portal

Open up Portals.cpp and go to the end of the script.

find this part
Code: [Select]
class tele_Ironforge_to_Stormwind: public GameObjectAIScript // Auberdine to Teldrassil
{
public:
tele_Ironforge_to_Stormwind(GameObject* goinstance) : GameObjectAIScript(goinstance) {}
void OnActivate(Player * pPlayer)
{
pPlayer->SafeTeleport(369, 0, 15.849360, 8.222371, -4.296173, 1);
}
static GameObjectAIScript *Create(GameObject * GO) { return new tele_Ironforge_to_Stormwind(GO); }
};
GameObjectAIScript * create_go20000017(GameObject * GO) { return new tele_Ironforge_to_Stormwind(GO); }
EDIT HERE
void SetupPortals(ScriptMgr * mgr)
{
mgr->register_gameobject_script(20000000, &tele_Orgrimarr_to_Undercity::Create);
mgr->register_gameobject_script(20000001, &tele_Undercity_to_Orgrimarr::Create);
mgr->register_gameobject_script(20000002, &tele_Orgrimarr_to_Gromgol::Create);
mgr->register_gameobject_script(20000003, &tele_Gromgol_to_Orgrimarr::Create);
mgr->register_gameobject_script(20000004, &tele_Undercity_to_Gromgol::Create);
mgr->register_gameobject_script(20000005, &tele_Gromgol_to_Undercity::Create);
mgr->register_gameobject_script(20000006, &tele_Ratchet_to_BootyBay::Create);
mgr->register_gameobject_script(20000007, &tele_BootyBay_to_Ratchet::Create);
mgr->register_gameobject_script(20000008, &tele_Auberdine_to_Menathil::Create);
mgr->register_gameobject_script(20000009, &tele_Menathil_to_Auberdine::Create);
mgr->register_gameobject_script(20000010, &tele_Menathil_to_Theramore::Create);
mgr->register_gameobject_script(20000011, &tele_Theramore_to_Menathil::Create);
mgr->register_gameobject_script(20000012, &tele_Auberdine_to_Azuremyst::Create);
mgr->register_gameobject_script(20000013, &tele_Azuremyst_to_Auberdine::Create);
mgr->register_gameobject_script(20000014, &tele_Teldrassil_to_Auberdine::Create);
mgr->register_gameobject_script(20000015, &tele_Auberdine_to_Teldrassil::Create);
mgr->register_gameobject_script(20000017, &tele_Stormwind_to_Ironforge::Create);
mgr->register_gameobject_script(20000016, &tele_Ironforge_to_Stormwind::Create);
}

Edit the part where It says EDIT HERE, add


Code: [Select]
class tele_Start_to_Finish: public GameObjectAIScript
{
public:
tele_Start_to_Finish(GameObject* goinstance) : GameObjectAIScript(goinstance) {}
void OnActivate(Player * pPlayer)
{
pPlayer->SafeTeleport(MapID, ZoneID, x, y, z, o);
 }
static GameObjectAIScript *Create(GameObject * GO) { return new tele_Start_to_Finish(GO); }
};
GameObjectAIScript * create_goEntry(GameObject * GO) { return new tele_Start_to_Finish(GO); }

and replace

 Start with your portal position
 Finish with the place where the portal teleports you to
 MapID with the Mapid from the gps command
 ZoneID with the ZoneId
 X with X coordinates
 Y with Y coordinates
 Z with Z coordinates
 and O with O coordinates,


Now we have to register the portal just like in lua. Write at the bottom of the script where the register functions are:

Code: [Select]
mgr->register_gameobject_script(Entry, &tele_Start_to_Finish::Create);
Replace

Entry with the Entryid from the sql file
Start with the Name taken above
and Finish with the Name taken above too.

Now Compile it and you´re finished.

Now go ingame and type

.go spawn Id

Replace Id with the Gameobject Id taken in the sql file.

[/color]


Have fun, Kian

10
Showoff - what you are working on / Player Chat Revive Script
« on: March 12, 2010, 08:27:10 pm »
Hey I wanted to show you this revive script. You have to write #revive in chat, and you get revived.

Code: [Select]
local messagee = "#revive"

function revive_function(event, player, message, type, language)
if (message == messagee) then
if (player:IsDead() == true) then
player:SendBroadcastMessage("You got revived")
player:FullCastSpell(32343)
player:ResurrectPlayer(player)

elseif (player:IsDead() == false) then

player:SendBroadcastMessage("You are not dead!")

else

return
end
end
end

RegisterServerHook(16, "revive_function")

This script will only check if the player is dead or not. But this will only check is he is dead.

Code: [Select]
local messagee = "#revive"

function revive_function(event, player, message, type, language)
if (message == messagee) then
if (player:IsDead() == true) then
player:SendBroadcastMessage("You got revived!")
player:FullCastSpell(32343)
player:ResurrectPlayer(player)

else
player:SendBroadcastMessage("You are not dead!")
end
end
end

RegisterServerHook(16, "revive_function")

Have fun

11
Serverside Modding / Defined Variables in Xsc Engine
« on: March 12, 2010, 08:14:11 pm »
Hey Guys, here I show you all the defined variables in my lua engine:
Code: [Select]
//Nothing
global_var(L, "NONE", 0);
//Player races
global_var(L, "HUMAN", 1);
global_var(L, "ORC", 2);
global_var(L, "DWARF", 3);
global_var(L, "NIGHTELF", 4);
global_var(L, "UNDEAD", 5);
global_var(L, "TAUREN", 6);
global_var(L, "GNOME", 7);
global_var(L, "TROLL", 8);
global_var(L, "BLOODELF", 10);
global_var(L, "DRAENEI", 11);
//Player classes
global_var(L, "WARRIOR", "Warrior");
global_var(L, "PALADIN", "Paladin");
global_var(L, "HUNTER", "Hunter");
global_var(L, "ROGUE", "Rogue");
global_var(L, "PRIEST", "Priest");
global_var(L, "DEATHKNIGHT", "Death Knight");
global_var(L, "SHAMAN", "Shaman");
global_var(L, "MAGE", "Mage");
global_var(L, "WARLOCK", "Warlock");
global_var(L, "DRUID", "Druid");
//Titles
global_var(L, "TITLE_PRIVATE", 1);
global_var(L, "TITLE_CORPORAL", 2);
global_var(L, "TITLE_SERGEANT", 3);
global_var(L, "TITLE_MASTER_SERGEANT", 4);
global_var(L, "TITLE_SERGEANT_MAJOR", 5);
global_var(L, "TITLE_KNIGHT", 6);
global_var(L, "TITLE_KNIGHT_LIEUTENANT", 7);
global_var(L, "TITLE_KNIGHT_CAPTAIN", 8);
global_var(L, "TITLE_KNIGHT_CHAMPION", 9);
global_var(L, "TITLE_LIEUTENANT_COMMANDER", 10);
global_var(L, "TITLE_COMMANDER", 11);
global_var(L, "TITLE_MARSHAL", 12);
global_var(L, "TITLE_FIELD_MARSHAL", 13);
global_var(L, "TITLE_GRAND_MARSHAL", 14);
global_var(L, "TITLE_SCOUT", 15);
global_var(L, "TITLE_GRUNT", 16);
global_var(L, "TITLE_HSERGEANT", 17);
global_var(L, "TITLE_SENIOR_SERGEANT", 18);
global_var(L, "TITLE_FIRST_SERGEANT", 19);
global_var(L, "TITLE_STONE_GUARD", 20);
global_var(L, "TITLE_BLOOD_GUARD", 21);
global_var(L, "TITLE_LEGIONNAIRE", 22);
global_var(L, "TITLE_CENTURION", 23);
global_var(L, "TITLE_CHAMPION", 24);
global_var(L, "TITLE_LIEUTENANT_GENERAL", 25);
global_var(L, "TITLE_GENERAL", 26);
global_var(L, "TITLE_WARLORD", 27);
global_var(L, "TITLE_HIGH_WARLORD", 28);
global_var(L, "TITLE_GLADIATOR", 29);
global_var(L, "TITLE_DUELIST", 30);
global_var(L, "TITLE_RIVAL", 31);
global_var(L, "TITLE_CHALLENGER", 32);
global_var(L, "TITLE_SCARAB_LORD", 33);
global_var(L, "TITLE_CONQUEROR", 34);
global_var(L, "TITLE_JUSTICAR", 35);
global_var(L, "TITLE_CHAMPION_OF_THE_NAARU", 36);
global_var(L, "TITLE_MERCILESS_GLADIATOR", 37);
global_var(L, "TITLE_OF_THE_SHATTERED_SUN", 38);
global_var(L, "TITLE_HAND_OF_ADAL", 39);
global_var(L, "TITLE_VENGEFUL_GLADIATOR", 40);
global_var(L, "TITLE_BATTLEMASTER", 41);
global_var(L, "TITLE_THE_SEEKER", 42);
global_var(L, "TITLE_ELDER", 43);
global_var(L, "TITLE_FLAME_WARDEN", 44);
global_var(L, "TITLE_FLAME_KEEPER", 45);
global_var(L, "TITLE_THE_EXALTED", 46);
global_var(L, "TITLE_THE_EXPLORER", 47);
global_var(L, "TITLE_THE_DIPLOMAT", 48);
global_var(L, "TITLE_BRUTAL_GLADIATOR", 49);
global_var(L, "TITLE_ARENA_MASTER", 50);
global_var(L, "TITLE_SALTY", 51);
global_var(L, "TITLE_CHEF", 52);
global_var(L, "TITLE_THE_SUPREME", 53);
global_var(L, "TITLE_OF_THE_TEN_STORMS", 54);
global_var(L, "TITLE_OF_THE_EMERALD_DREAM", 55);
global_var(L, "TITLE_CRUSADER", 56);
global_var(L, "TITLE_PROPHET", 57);
global_var(L, "TITLE_THE_MALEFIC", 58);
global_var(L, "TITLE_STALKER", 59);
global_var(L, "TITLE_OF_THE_EBON_BLADE", 60);
global_var(L, "TITLE_ARCHMAGE", 61);
global_var(L, "TITLE_WARBRINGER", 62);
global_var(L, "TITLE_ASSASSIN", 63);
global_var(L, "TITLE_GRAND_MASTER_ALCHEMIST", 64);
global_var(L, "TITLE_GRAND_MASTER_BLACKSMITH", 65);
global_var(L, "TITLE_IRON_CHEF", 66);
global_var(L, "TITLE_GRAND_MASTER_ENCHANTER", 67);
global_var(L, "TITLE_GRAND_MASTER_ENGINEER", 68);
global_var(L, "TITLE_DOCTOR", 69);
global_var(L, "TITLE_GRAND_MASTER_ANGLER", 70);
global_var(L, "TITLE_GRAND_MASTER_HERBALIST", 71);
global_var(L, "TITLE_GRAND_MASTER_SCRIBE", 72);
global_var(L, "TITLE_GRAND_MASTER_JEWLCRAFTER", 73);
global_var(L, "TITLE_GRAND_MASTER_LETHERWORKER", 74);
global_var(L, "TITLE_GRAND_MASTER_MINER", 75);
global_var(L, "TITLE_GRAND_MASTER_SKINNER", 76);
global_var(L, "TITLE_GRAND_MASTER_TAILOR", 77);
global_var(L, "TITLE_OF_QUEL_THALAS", 78);
global_var(L, "TITLE_OF_ARGUS", 79);
global_var(L, "TITLE_OF_KHAZ_MODAN", 80);
global_var(L, "TITLE_OF_GNOMEREGAN", 81);
global_var(L, "TITLE_THE_LION_HEARTHED", 82);
global_var(L, "TITLE_CHAMPION_OF_ELUNE", 83);
global_var(L, "TITLE_HERO_OF_ORGIMMAR", 84);
global_var(L, "TITLE_PLAINSRUNNER", 85);
global_var(L, "TITLE_OF_THE_DARKSPEARTRIPE", 86);
global_var(L, "TITLE_THE_FORSAKEN", 87);
global_var(L, "TITLE_THE_MAGIC_SEEKER", 88);
global_var(L, "TITLE_TWILIGHT_VANQUISHER", 89);
global_var(L, "TITLE_CONQUEROR_OF_NAXXRAMAS", 90);
global_var(L, "TITLE_HERO_OF_NORTHREND", 91);
global_var(L, "TITLE_THE_HALLOWED", 92);
global_var(L, "TITLE_LOREMASTER", 93);
global_var(L, "TITLE_OF_THE_ALLIANCE", 94);
global_var(L, "TITLE_OF_THE_HORDE", 95);
global_var(L, "TITLE_THE_FLAWLESS_VICTOR", 96);
global_var(L, "TITLE_CHAMPION_OF_THE_FROZEN_WASTES", 97);
global_var(L, "TITLE_AMBASSADOR", 98);
global_var(L, "TITLE_THE_ARGENT_CHAMPION", 99);
global_var(L, "TITLE_GUARDIAN_OF_CENARIUS", 100);
global_var(L, "TITLE_BREWMASTER", 101);
global_var(L, "TITLE_MERRYMAKER", 102);
global_var(L, "TITLE_THE_LOVE_FOOL", 103);
global_var(L, "TITLE_MATRON", 104);
global_var(L, "TITLE_PATRON", 105);
global_var(L, "TITLE_OBSIDIAN_SLAYER", 106);
global_var(L, "TITLE_OF_THE_NIGHTFALL", 107);
global_var(L, "TITLE_THE_IMMORTAL", 108);
global_var(L, "TITLE_THE_UNDYING", 109);
global_var(L, "TITLE_JENKINS", 110);
global_var(L, "TITLE_BLOODSAIL_ADMIRAL", 111);
global_var(L, "TITLE_INVISIBLE_NAME", 112);
//Teams
global_var(L, "ALLIANCE", 0);
global_var(L, "HORDE", 1);
//Emotes
global_var(L, "TALK", 1);
global_var(L, "BOW", 2);
global_var(L, "WAVE", 3);
global_var(L, "CHEER", 4);
global_var(L, "EXCLAMATION", 5);
global_var(L, "QUESTION", 6);
global_var(L, "EAT", 7);
global_var(L, "DANCE", 10);
global_var(L, "LAUGH", 11);
global_var(L, "STATE_SLEEP", 12);
global_var(L, "STATE_SIT", 13);
global_var(L, "RUDE", 14);
global_var(L, "ROAR", 15);
global_var(L, "KNEEL", 16);
global_var(L, "KISS", 17);
global_var(L, "CRY", 18);
global_var(L, "CHICKEN", 19);
global_var(L, "BEG", 20);
global_var(L, "APPLAUD", 21);
global_var(L, "SHOUT", 22);
global_var(L, "FLEX", 23);
global_var(L, "SHY", 24);
global_var(L, "POINT", 25);
global_var(L, "STATE_STAND", 26);
global_var(L, "STATE_READYUNARMED", 27);
global_var(L, "STATE_WORK", 28);
global_var(L, "STATE_POINT", 29);
global_var(L, "WOUND", 33);
global_var(L, "WOUNDCRITICAL", 34);
global_var(L, "ATTACKUNARMED", 35);
global_var(L, "ATTACK1H", 36);
global_var(L, "ATTACK2HTIGHT", 37);
global_var(L, "ATTACK2HLOOSE", 38);
global_var(L, "PARRYUNARMED", 39);
global_var(L, "PARRYSHIELD", 43);
global_var(L, "READYUNARMED", 44);
global_var(L, "READY1H", 45);
global_var(L, "READYBOW", 48);
global_var(L, "SPELLPRECAST", 50);
global_var(L, "SPELLCAST", 51);
global_var(L, "BATTLEROAR", 53);
global_var(L, "SPECIALATTACK1H", 54);
global_var(L, "KICK", 60);
global_var(L, "ATTACKTHROWN", 61);
global_var(L, "STATE_STUN", 64);
global_var(L, "STATE_DEAD", 65);
global_var(L, "SALUTE", 66);
global_var(L, "STATE_KNEEL", 68);
global_var(L, "STATE_USESTANDING", 69);
global_var(L, "WAVE_NOSHEATHE", 70);
global_var(L, "CHEER_NOSHEATHE", 71);
global_var(L, "EAT_NOSHEATHE", 92);
global_var(L, "STATE_STUN_NOSHEATHE", 93);
global_var(L, "SALUTE_NOSHEATH", 113);
global_var(L, "STATE_USESTANDING_NOSHEATHE", 133);
global_var(L, "LAUGH_NOSHEATHE", 153);
global_var(L, "STATE_WORK_NOSHEATHE", 173);
global_var(L, "STATE_SPELLPRECAST", 193);
global_var(L, "READYRIFLE", 213);
global_var(L, "STATE_READYRIFLE", 214);
global_var(L, "STATE_WORK_NOSHEATHE_MINING", 233);
global_var(L, "STATE_WORK_NOSHEATHE_CHOPWOOD", 234);
global_var(L, "LIFTOFF", 254);
global_var(L, "YES", 273);
global_var(L, "NO", 274);
global_var(L, "TRAIN", 275);
global_var(L, "LAND", 293);
global_var(L, "STATE_AT_EASE", 313);
global_var(L, "STATE_READY1H", 333);
global_var(L, "STATE_SPELLKNEELSTART", 353);
global_var(L, "STATE_SUBMERGED", 373);
global_var(L, "SUBMERGE", 374);
global_var(L, "STATE_READY2H", 375);
global_var(L, "STATE_READYBOW", 376);
global_var(L, "MOUNTSPECIAL", 377);
global_var(L, "STATE_TALK", 378);
global_var(L, "STATE_FISHING", 379);
global_var(L, "FISHING", 380);
global_var(L, "LOOT", 381);
global_var(L, "STATE_WHIRLWIND", 382);
global_var(L, "STATE_DROWNED", 383);
global_var(L, "STATE_HOLD_BOW", 384);
global_var(L, "STATE_HOLD_RIFLE", 385);
global_var(L, "STATE_HOLD_THROWN", 386);
global_var(L, "DROWN", 387);
global_var(L, "STOMP", 388);
global_var(L, "ATTACKOFF", 389);
global_var(L, "ATTACKOFFPIERCE", 390);
global_var(L, "STATE_ROAR", 391);
global_var(L, "STATE_LAUGH", 392);
global_var(L, "CREATURE_SPECIAL", 393);
global_var(L, "JUMPANDRUN", 394);
global_var(L, "JUMPEND", 395);
global_var(L, "TALK_NOSHEATHE", 396);
global_var(L, "POINT_NOSHEATHE", 397);
global_var(L, "STATE_CANNIBALIZE", 398);
global_var(L, "JUMPSTART", 399);
global_var(L, "STATE_DANCESPECIAL", 400);
global_var(L, "DANCESPECIAL", 401);
global_var(L, "CUSTOMSPELL01", 402);
global_var(L, "CUSTOMSPELL02", 403);
global_var(L, "CUSTOMSPELL03", 404);
global_var(L, "CUSTOMSPELL04", 405);
global_var(L, "CUSTOMSPELL05", 406);
global_var(L, "CUSTOMSPELL06", 407);
global_var(L, "CUSTOMSPELL07", 408);
global_var(L, "CUSTOMSPELL08", 409);
global_var(L, "CUSTOMSPELL09", 410);
global_var(L, "CUSTOMSPELL10", 411);
global_var(L, "STATE_EXCLAIM", 412);
//Standstates
global_var(L, "STANDSTATE_STAND", 0);
global_var(L, "STANDSTATE_SIT", 1);
global_var(L, "STANDSTATE_SIT_CHAIR", 2);
global_var(L, "STANDSTATE_SLEEP", 3);
global_var(L, "STANDSTATE_SIT_LOW_CHAIR", 4);
global_var(L, "STANDSTATE_SIT_MEDIUM_CHAIR", 5);
global_var(L, "STANDSTATE_SIT_HIGH_CHAIR", 6);
global_var(L, "STANDSTATE_DEAD", 7);
global_var(L, "STANDSTATE_KNEEL", 8);
//Quest events
global_var(L, "QUEST_EVENT_ON_ACCEPT", 1);
global_var(L, "QUEST_EVENT_ON_COMPLETE", 2);
global_var(L, "QUEST_EVENT_ON_CANCEL", 3);
global_var(L, "QUEST_EVENT_GAMEOBJECT_ACTIVATE", 4);
global_var(L, "QUEST_EVENT_ON_CREATURE_KILL", 5);
global_var(L, "QUEST_EVENT_ON_EXPLORE_AREA", 6);
global_var(L, "QUEST_EVENT_ON_PLAYER_ITEMPICKUP", 7);
//Gameobject events
global_var(L, "GAMEOBJECT_EVENT_ON_CREATE", 1);
global_var(L, "GAMEOBJECT_EVENT_ON_SPAWN", 2);
global_var(L, "GAMEOBJECT_EVENT_ON_LOOT_TAKEN", 3);
global_var(L, "GAMEOBJECT_EVENT_ON_USE", 4);
global_var(L, "GAMEOBJECT_EVENT_AIUPDATE", 5);
global_var(L, "GAMEOBJECT_EVENT_ON_DESPAWN", 6);
//Creature events
global_var(L, "CREATURE_EVENT_ON_ENTER_COMBAT", 1);
global_var(L, "CREATURE_EVENT_ON_LEAVE_COMBAT", 2);
global_var(L, "CREATURE_EVENT_ON_TARGET_DIED", 3);
global_var(L, "CREATURE_EVENT_ON_DIED", 4);
global_var(L, "CREATURE_EVENT_ON_TARGET_PARRIED", 5);
global_var(L, "CREATURE_EVENT_ON_TARGET_DODGED", 6);
global_var(L, "CREATURE_EVENT_ON_TARGET_BLOCKED", 7);
global_var(L, "CREATURE_EVENT_ON_TARGET_CRIT_HIT", 8);
global_var(L, "CREATURE_EVENT_ON_PARRY", 9);
global_var(L, "CREATURE_EVENT_ON_DODGED", 10);
global_var(L, "CREATURE_EVENT_ON_BLOCKED", 11);
global_var(L, "CREATURE_EVENT_ON_CRIT_HIT", 12);
global_var(L, "CREATURE_EVENT_ON_HIT", 13);
global_var(L, "CREATURE_EVENT_ON_ASSIST_TARGET_DIED", 14);
global_var(L, "CREATURE_EVENT_ON_FEAR", 15);
global_var(L, "CREATURE_EVENT_ON_FLEE", 16);
global_var(L, "CREATURE_EVENT_ON_CALL_FOR_HELP", 17);
global_var(L, "CREATURE_EVENT_ON_LOAD", 18);
global_var(L, "CREATURE_EVENT_ON_REACH_WP", 19);
global_var(L, "CREATURE_EVENT_ON_LOOT_TAKEN", 20);
global_var(L, "CREATURE_EVENT_ON_AIUPDATE", 21);
global_var(L, "CREATURE_EVENT_ON_EMOTE", 22);
global_var(L, "CREATURE_EVENT_ON_DAMAGE_TAKEN", 23);
//Gossip
global_var(L, "GOSSIP_EVENT_ON_TALK", 1);
global_var(L, "GOSSIP_EVENT_ON_SELECT_OPTION", 2);
global_var(L, "GOSSIP_EVENT_ON_END", 3);
//Serverhook (not ready)
global_var(L, "SERVER_HOOK_NEW_CHARACTER", 1);
global_var(L, "SERVER_HOOK_KILL_PLAYER", 2);
global_var(L, "SERVER_HOOK_FIRST_ENTER_WORLD", 3);
global_var(L, "SERVER_HOOK_ENTER_WORLD", 4);
global_var(L, "SERVER_HOOK_GUILD_JOIN", 5);
global_var(L, "SERVER_HOOK_DEATH", 6);
global_var(L, "SERVER_HOOK_REPOP", 7);
global_var(L, "SERVER_HOOK_EMOTE", 8);
global_var(L, "SERVER_HOOK_ENTER_COMBAT", 9);
global_var(L, "SERVER_HOOK_CAST_SPELL", 10);
global_var(L, "SERVER_HOOK_TICK", 11);
global_var(L, "SERVER_HOOK_LOGOUT_REQUEST", 12);
global_var(L, "SERVER_HOOK_LOGOUT", 13);
global_var(L, "SERVER_HOOK_QUEST_ACCEPT", 14);
global_var(L, "SERVER_HOOK_ZONE", 15);
global_var(L, "SERVER_HOOK_CHAT", 16);
global_var(L, "SERVER_HOOK_LOOT", 17);
global_var(L, "SERVER_HOOK_GUILD_CREATE", 18);
global_var(L, "SERVER_HOOK_ENTER_WORLD_2", 19);
global_var(L, "SERVER_HOOK_CHARACTER_CREATE", 20);
global_var(L, "SERVER_HOOK_QUEST_CANCELLED", 21);
global_var(L, "SERVER_HOOK_QUEST_FINISHED", 22);
global_var(L, "SERVER_HOOK_HONORABLE_KILL", 23);
global_var(L, "SERVER_HOOK_ARENA_FINISH", 24);
global_var(L, "SERVER_HOOK_OBJECTLOOT", 25);
global_var(L, "SERVER_HOOK_AREATRIGGER", 26);
global_var(L, "SERVER_HOOK_POST_LEVELUP", 27);
global_var(L, "SERVER_HOOK_PRE_DIE", 28);
global_var(L, "SERVER_HOOK_ADVANCE_SKILLLINE", 29);
//Skills
global_var(L, "SKILL_FROST", 6);
global_var(L, "SKILL_FIRE", 8);
global_var(L, "SKILL_ARMS", 26);
global_var(L, "SKILL_COMBAT", 38);
global_var(L, "SKILL_SUBTLETY", 39);
global_var(L, "SKILL_SWORDS", 43);
global_var(L, "SKILL_AXES", 44);
global_var(L, "SKILL_BOWS", 45);
global_var(L, "SKILL_GUNS", 46);
global_var(L, "SKILL_BEAST_MASTERY", 50);
global_var(L, "SKILL_SURVIVAL", 51);
global_var(L, "SKILL_MACES", 54);
global_var(L, "SKILL_2H_SWORDS", 55);
global_var(L, "SKILL_HOLY", 56);
global_var(L, "SKILL_SHADOW_MAGIC", 78);
global_var(L, "SKILL_DEFENSE", 95);
global_var(L, "SKILL_LANG_COMMON", 98);
global_var(L, "SKILL_RACIAL_DWARVEN", 101);
global_var(L, "SKILL_LANG_ORCISH", 109);
global_var(L, "SKILL_LANG_DWARVEN", 111);
global_var(L, "SKILL_LANG_DARNASSIAN", 113);
global_var(L, "SKILL_LANG_TAURAHE", 115);
global_var(L, "SKILL_DUAL_WIELD", 118);
global_var(L, "SKILL_RACIAL_TAUREN", 124);
global_var(L, "SKILL_RACIAL_ORC", 125);
global_var(L, "SKILL_RACIAL_NIGHT_ELF", 126);
global_var(L, "SKILL_FIRST_AID", 129);
global_var(L, "SKILL_FERAL_COMBAT", 134);
global_var(L, "SKILL_STAVES", 136);
global_var(L, "SKILL_LANG_THALASSIAN", 137);
global_var(L, "SKILL_LANG_DRACONIC", 138);
global_var(L, "SKILL_LANG_DEMON_TONGUE", 139);
global_var(L, "SKILL_LANG_TITAN", 140);
global_var(L, "SKILL_LANG_OLD_TONGUE", 141);
global_var(L, "SKILL_SURVIVAL2", 142);
global_var(L, "SKILL_HORSE_RIDING", 148);
global_var(L, "SKILL_WOLF_RIDING", 149);
global_var(L, "SKILL_TIGER_RIDING", 150);
global_var(L, "SKILL_RAM_RIDING", 152);
global_var(L, "SKILL_SWIMMING", 155);
global_var(L, "SKILL_2H_MACES", 160);
global_var(L, "SKILL_UNARMED", 162);
global_var(L, "SKILL_MARKSMANSHIP", 163);
global_var(L, "SKILL_BLACKSMITHING", 164);
global_var(L, "SKILL_LEATHERWORKING", 165);
global_var(L, "SKILL_ALCHEMY", 171);
global_var(L, "SKILL_2H_AXES", 172);
global_var(L, "SKILL_DAGGERS", 173);
global_var(L, "SKILL_THROWN", 176);
global_var(L, "SKILL_HERBALISM", 182);
global_var(L, "SKILL_GENERIC_DND", 183);
global_var(L, "SKILL_RETRIBUTION", 184);
global_var(L, "SKILL_COOKING", 185);
global_var(L, "SKILL_MINING", 186);
global_var(L, "SKILL_PET_IMP", 188);
global_var(L, "SKILL_PET_FELHUNTER", 189);
global_var(L, "SKILL_TAILORING", 197);
global_var(L, "SKILL_ENGINEERING", 202);
global_var(L, "SKILL_PET_SPIDER", 203);
global_var(L, "SKILL_PET_VOIDWALKER", 204);
global_var(L, "SKILL_PET_SUCCUBUS", 205);
global_var(L, "SKILL_PET_INFERNAL", 206);
global_var(L, "SKILL_PET_DOOMGUARD", 207);
global_var(L, "SKILL_PET_WOLF", 208);
global_var(L, "SKILL_PET_CAT", 209);
global_var(L, "SKILL_PET_BEAR", 210);
global_var(L, "SKILL_PET_BOAR", 211);
global_var(L, "SKILL_PET_CROCOLISK", 212);
global_var(L, "SKILL_PET_CARRION_BIRD", 213);
global_var(L, "SKILL_PET_CRAB", 214);
global_var(L, "SKILL_PET_GORILLA", 215);
global_var(L, "SKILL_PET_RAPTOR", 217);
global_var(L, "SKILL_PET_TALLSTRIDER", 218);
global_var(L, "SKILL_RACIAL_UNDEAD", 220);
global_var(L, "SKILL_CROSSBOWS", 226);
global_var(L, "SKILL_WANDS", 228);
global_var(L, "SKILL_POLEARMS", 229);
global_var(L, "SKILL_PET_SCORPID", 236);
global_var(L, "SKILL_ARCANE", 237);
global_var(L, "SKILL_PET_TURTLE", 251);
global_var(L, "SKILL_ASSASSINATION", 253);
global_var(L, "SKILL_FURY", 256);
global_var(L, "SKILL_PROTECTION", 257);
global_var(L, "SKILL_PROTECTION2", 267);
global_var(L, "SKILL_PET_GENERIC_HUNTER", 270);
global_var(L, "SKILL_PLATE_MAIL", 293);
global_var(L, "SKILL_LANG_GNOMISH", 313);
global_var(L, "SKILL_LANG_TROLL", 315);
global_var(L, "SKILL_ENCHANTING", 333);
global_var(L, "SKILL_DEMONOLOGY", 354);
global_var(L, "SKILL_AFFLICTION", 355);
global_var(L, "SKILL_FISHING", 356);
global_var(L, "SKILL_ENHANCEMENT", 373);
global_var(L, "SKILL_RESTORATION", 374);
global_var(L, "SKILL_ELEMENTAL_COMBAT", 375);
global_var(L, "SKILL_SKINNING", 393);
global_var(L, "SKILL_MAIL", 413);
global_var(L, "SKILL_LEATHER", 414);
global_var(L, "SKILL_CLOTH", 415);
global_var(L, "SKILL_SHIELD", 433);
global_var(L, "SKILL_FIST_WEAPONS", 473);
global_var(L, "SKILL_RAPTOR_RIDING", 533);
global_var(L, "SKILL_MECHANOSTRIDER_PILOTING", 553);
global_var(L, "SKILL_UNDEAD_HORSEMANSHIP", 554);
global_var(L, "SKILL_RESTORATION2", 573);
global_var(L, "SKILL_BALANCE", 574);
global_var(L, "SKILL_DESTRUCTION", 593);
global_var(L, "SKILL_HOLY2", 594);
global_var(L, "SKILL_DISCIPLINE", 613);
global_var(L, "SKILL_LOCKPICKING", 633);
global_var(L, "SKILL_PET_BAT", 653);
global_var(L, "SKILL_PET_HYENA", 654);
global_var(L, "SKILL_PET_BIRD_OF_PREY", 655);
global_var(L, "SKILL_PET_WIND_SERPENT", 656);
global_var(L, "SKILL_LANG_GUTTERSPEAK", 673);
global_var(L, "SKILL_KODO_RIDING", 713);
global_var(L, "SKILL_RACIAL_TROLL", 733);
global_var(L, "SKILL_RACIAL_GNOME", 753);
global_var(L, "SKILL_RACIAL_HUMAN", 754);
global_var(L, "SKILL_JEWELCRAFTING", 755);
global_var(L, "SKILL_RACIAL_BLOOD_ELF", 756);
global_var(L, "SKILL_PET_EVENT_REMOTECONTROL", 758);
global_var(L, "SKILL_LANG_DRAENEI", 759);
global_var(L, "SKILL_RACIAL_DRAENEI", 760);
global_var(L, "SKILL_PET_FELGUARD", 761);
global_var(L, "SKILL_RIDING", 762);
global_var(L, "SKILL_PET_DRAGONHAWK", 763);
global_var(L, "SKILL_PET_NETHER_RAY", 764);
global_var(L, "SKILL_PET_SPOREBAT", 765);
global_var(L, "SKILL_PET_WARP_STALKER", 766);
global_var(L, "SKILL_PET_RAVAGER", 767);
global_var(L, "SKILL_PET_SERPENT", 768);
global_var(L, "SKILL_INTERNAL", 769);
global_var(L, "SKILL_BLOOD", 770);
global_var(L, "SKILL_FROST2", 771);
global_var(L, "SKILL_UNHOLY", 772);
global_var(L, "SKILL_INSCRIPTION", 773);
global_var(L, "SKILL_PET_MOTH", 775);
global_var(L, "SKILL_RUNEFORGING", 776);
global_var(L, "SKILL_MOUNTS", 777);
global_var(L, "SKILL_COMPANIONS", 778);
global_var(L, "SKILL_PET_EXOTIC_CHIMAERA", 780);
global_var(L, "SKILL_PET_EXOTIC_DEVLISAUR", 781);
global_var(L, "SKILL_PET_GHOUL", 782);
global_var(L, "SKILL_PET_EXOTIC_SILITHID", 783);
global_var(L, "SKILL_PET_EXOTIC_WORM", 784);
global_var(L, "SKILL_PET_WASP", 785);
global_var(L, "SKILL_PET_EXOTIC_RHINO", 786);
global_var(L, "SKILL_PET_EXOTIC_CORE_HOUND", 787);
global_var(L, "SKILL_PET_EXOTIC_SPIRIT_BEAST", 788);
//Chat msg
global_var(L, "CHAT_ADDON", -1);
global_var(L, "CHAT_SYSTEM", 0);
global_var(L, "CHAT_SAY", 1);
global_var(L, "CHAT_PARTY", 2);
global_var(L, "CHAT_RAID", 3);
global_var(L, "CHAT_GUILD", 4);
global_var(L, "CHAT_OFFICER", 5);
global_var(L, "CHAT_YELL", 6);
global_var(L, "CHAT_WHISPER", 7);
global_var(L, "CHAT_WHISPER_MOB", 8);
global_var(L, "CHAT_WHISPER_INFORM", 9);
global_var(L, "CHAT_EMOTE", 10);
global_var(L, "CHAT_TEXT_EMOTE", 11);
global_var(L, "CHAT_MONSTER_SAY", 12);
global_var(L, "CHAT_MONSTER_PARTY", 13);
global_var(L, "CHAT_MONSTER_YELL", 14);
global_var(L, "CHAT_MONSTER_WHISPER", 15);
global_var(L, "CHAT_MONSTER_EMOTE", 16);
global_var(L, "CHAT_CHANNEL", 17);
global_var(L, "CHAT_CHANNEL_JOIN", 18);
global_var(L, "CHAT_CHANNEL_LEAVE", 19);
global_var(L, "CHAT_CHANNEL_LIST", 20);
global_var(L, "CHAT_CHANNEL_NOTICE", 21);
global_var(L, "CHAT_CHANNEL_NOTICE_USER", 22);
global_var(L, "CHAT_AFK", 23);
global_var(L, "CHAT_DND", 24);
global_var(L, "CHAT_IGNORED", 25);
global_var(L, "CHAT_SKILL", 26);
global_var(L, "CHAT_LOOT", 27);
global_var(L, "CHAT_MONEY", 28);
global_var(L, "CHAT_OPENING", 29);
global_var(L, "CHAT_TRADESKILLS", 30);
global_var(L, "CHAT_PET_INFO", 31);
global_var(L, "CHAT_COMBAT_MISC_INFO", 32);
global_var(L, "CHAT_COMBAT_XP_GAIN", 33);
global_var(L, "CHAT_COMBAT_HONOR_GAIN", 34);
global_var(L, "CHAT_COMBAT_FACTION_CHANGE", 35);
global_var(L, "CHAT_BG_EVENT_NEUTRAL", 36);
global_var(L, "CHAT_BG_EVENT_ALLIANCE", 37);
global_var(L, "CHAT_BG_EVENT_HORDE", 38);
global_var(L, "CHAT_RAID_LEADER", 39);
global_var(L, "CHAT_RAID_WARNING", 40);
global_var(L, "CHAT_RAID_WARNING_WIDESCREEN", 41);
global_var(L, "CHAT_RAID_BOSS_EMOTE", 42);
global_var(L, "CHAT_FILTERED", 43);
global_var(L, "CHAT_BATTLEGROUND", 44);
global_var(L, "CHAT_BATTLEGROUND_LEADER", 45);
global_var(L, "CHAT_RESTRICTED", 46);
global_var(L, "CHAT_ACHIEVEMENT", 48);
global_var(L, "CHAT_GUILD_ACHIEVEMENT", 49);
//Random flags
global_var(L, "RANDOM_ANY", 0);
global_var(L, "RANDOM_IN_SHORTRANGE", 1);
global_var(L, "RANDOM_IN_MIDRANGE", 2);
global_var(L, "RANDOM_IN_LONGRANGE", 3);
global_var(L, "RANDOM_WITH_MANA", 4);
global_var(L, "RANDOM_WITH_RAGE", 5);
global_var(L, "RANDOM_WITH_ENERGY", 6);
global_var(L, "RANDOM_NOT_MAINTANK", 7);
global_var(L, "RANDOM_WITH_RUNIC_POWER", 8);
//Gossip miscactions
global_var(L, "MISCACTION_INVENTORYLIST", 1);
global_var(L, "MISCACTION_TRAINERLIST", 2);
global_var(L, "MISCACTION_INNKEEPERBIND", 3);
global_var(L, "MISCACTION_BANKERLIST", 4);
global_var(L, "MISCACTION_BATTLEGROUNDLIST", 5);
global_var(L, "MISCACTION_AUCTIONLIST", 6);
global_var(L, "MISCACTION_TABARDHELP", 7);
global_var(L, "MISCACTION_SPIRITHEALER", 8);
//Lifetimekill modes
global_var(L, "KILLS_ADD", "add");
global_var(L, "KILLS_DELETE", "del");
global_var(L, "KILLS_SET", "set");
global_var(L, "KILLS_SHOW", "show");
//Power types
global_var(L, "POWER_MANA", 1);
global_var(L, "POWER_RAGE", 2);
global_var(L, "POWER_FOCUS", 3);
global_var(L, "POWER_ENERGY", 4);
global_var(L, "POWER_RUNIC", 7);

12
Serverside Modding / Re: [C++]Some Spell Fixes
« on: February 23, 2010, 09:52:19 am »
Ok, thy for your reply

13
Serverside Modding / [C++] Some Spell Fixes
« on: February 22, 2010, 03:46:10 pm »
:!: Hey guys,

To apply this patches, open your spellfixes.cpp and add to the end of the file the lines for the spells:

Code: [Select]



//Deathknight Icy Touch fix.  This will fix the proc of Icy touch.


spell = dbcSPELL.LookupEntryForced( 45477 );
if( spell != NULL )
{
spell->EffectApplyAuraName[0] = SPELL_AURA_PROC_TRIGGER_SPELL;
spell->EffectTriggerSPELL[0]=55918;
spell->procFlags = PROC_ON_CAST_SPELL;
spell->procChance = 100;

}


Code: [Select]
 //  This will fix the Dk disease damage.

switch(m_SPELLProto->Id)
                {
                        case 59879:
                        case 59921:
                                {
                                        if( c != NULL )
                                                dmg = double(c->GetAP()) * 0.055 * 1.15;                                
                                        break;
                             


Code: [Select]
 //This will fix the imp counterspell proc, which silences you for 2 secs

spell = dbcSPELL.LookupEntryForced( 11255 );
if( spell != NULL )
{
spell->EffectApplyAuraName[0] = SPELL_AURA_PROC_TRIGGER_SPELL;
spell->EffectTriggerSPELL[0] = 18469;
spell->procFlags = PROC_ON_CAST_SPELLECIFIC_SPELL;
spell->ProcOnNameHash[0] = SPELL_HASH_COUNTERSPELL;
spell->procChance = 100;
}

//Rank 2

spell = dbcSPELL.LookupEntryForced( 12598 );
if( spell != NULL )
{
spell->EffectApplyAuraName[0] = SPELL_AURA_PROC_TRIGGER_SPELL;
spell->EffectTriggerSPELL[0] = 55021;
spell->procFlags = PROC_ON_CAST_SPELLECIFIC_SPELL;
spell->ProcOnNameHash[0] = SPELL_HASH_COUNTERSPELL;
spell->procChance = 100;
}


Code: [Select]
// This will fix the proc of Owlkin Frenzy


spell = dbcSPELL.LookupEntryForced( 48389 );
if( spell != NULL )
{
spell->EffectApplyAuraName[0] = SPELL_AURA_PROC_TRIGGER_SPELL;
spell->EffectTriggerSPELL[0]=48391;
spell->procFlags = PROC_ON_ANY_DAMAGE_VICTIM;
spell->procChance = 5;
}

// Rank 2
spell = dbcSPELL.LookupEntryForced( 48392 );
if( spell != NULL )
{
spell->EffectApplyAuraName[0] = SPELL_AURA_PROC_TRIGGER_SPELL;
spell->EffectTriggerSPELL[0]=48391;
spell->procFlags = PROC_ON_ANY_DAMAGE_VICTIM;
spell->procChance = 10;
}

//  Rank 3
spell = dbcSPELL.LookupEntryForced( 48393 );
if( spell != NULL )
{
spell->EffectApplyAuraName[0] = SPELL_AURA_PROC_TRIGGER_SPELL;
spell->EffectTriggerSPELL[0]=48391;
spell->procFlags = PROC_ON_ANY_DAMAGE_VICTIM;
spell->procChance = 15;
}


Code: [Select]
With this fix Mages Dragon Breath hits 3 targets.

spell = dbcSPELL.LookupEntryForced( 42950 );
if( spell != NULL )
{
spell->EffectImplicitTargetA[0]= 24;
spell->EffectImplicitTargetA[1]= 24;
spell->EffectImplicitTargetA[2]= 24;
}


Code: [Select]
// This will fix Druid´s Typhoon. It will fix the disorientation.

spell = dbcSPELL.LookupEntryForced( 61384 );
if( spell != NULL )
{
spell->Effect[1] = SPELL_EFFECT_TRIGGER_SPELL;
spell->EffectApplyAuraName[1] = SPELL_AURA_PROC_TRIGGER_SPELL;
spell->EffectTriggerSPELL[1] = 53227;
spell->procFlags = PROC_ON_CAST_SPELL;
spell->procChance = 100;
               }
      
Code: [Select]
// This will fix Shaman Hex. with this fix you get interrupted while casting.

spell = dbcSPELL.LookupEntryForced(51514);
if(spell != NULL)
       {
       
spell->Effect[1] = AURA_INTERRUPT_ON_UNUSED2;
if( spell->NameHash == SPELL_HASH_HEX )
spell->AuraInterruptFlags = AURA_INTERRUPT_ON_UNUSED2;
       }




/edit

Code: [Select]
//Same fix for Mage´s Cone of Cold:

spell = dbcSpell.LookupEntryForced( 42931 );
if( spell != NULL )
{
spell->EffectImplicitTargetA[0]= 24;
spell->EffectImplicitTargetA[1]= 24;
spell->EffectImplicitTargetA[2]= 24;
}

               

             
Code: [Select]
 //Shaman Glyph Hex fix
              if( sp->Id == 63291 )
sp->EffectApplyAuraName[0] = SPELL_AURA_DUMMY;




         Have fun

14
Serverside Modding / [LUA/SQL] Event Lua/Sql Scripts
« on: February 22, 2010, 02:47:15 pm »
Hey, I decided to upload some holiday sql/lua scripts:

Some are not from me.

Brewfest
Noblegarden
Darkmoon Faire
Halloween
Winter Veil
Harvest Festival

Those are all sql scripts.


I made a Headless Horseman script from Halloween, because he didn´t have attacks etc.

All scripts in attachement.

Have fun

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