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Messages - Kian
Pages: [1]
1
« on: September 20, 2010, 08:33:10 pm »
Just use Mysql + Navicat
Or even better, Xampp because it has Apache too
2
« on: September 07, 2010, 07:42:24 pm »
Just post your script...
3
« 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.deIcq: 374395115 (online every day)
4
« on: July 20, 2010, 04:11:23 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) At the moment I am in vacation. I will get back in 11 days.
5
« on: June 30, 2010, 01:47:02 pm »
I think you´ll need the new Model edit Fix
6
« 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
« on: May 13, 2010, 03:49:09 pm »
I know it schlumpf.
8
« 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:
<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:
<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
« 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
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 FolderOpen up your Arcemu Folder and navigate to C:Documents and SettingsUserDesktopArcemutrunksrcscriptssrcExtraScripts 3. Finding CoordinatesGo 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 portalOpen up Portals.cpp and go to the end of the script. find this part 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 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: 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
« 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.
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.
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
« on: March 12, 2010, 08:14:11 pm »
Hey Guys, here I show you all the defined variables in my lua engine:
//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
« on: February 23, 2010, 09:52:19 am »
Ok, thy for your reply
13
« 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:
//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;
}
// 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;
//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; }
// 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; }
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; }
// 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; }
// 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
//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; }
//Shaman Glyph Hex fix if( sp->Id == 63291 ) sp->EffectApplyAuraName[0] = SPELL_AURA_DUMMY;
Have fun
14
« 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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