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Messages - lordpsyan

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Serverside Modding / 3.3.5a trinitycore disable talent tree...
« on: November 15, 2017, 03:22:13 am »
I figured if anyone would know, it would be here. I am trying to setup a type of sub class.

normal classes, and I will use warrior in my example, have 3 different talent trees. arms, fury, and protection. I want all these to work, and they do, but I want to create a sub class, like veteran warrior, for lack of a better name, where they can only use the arms talent tree (talents are significantly boosted, which I can already do).

I have searched the core, and it seems I can only turn on or off talents, or add new ones, via talent dbc file.

The way I was going to do the sub classes, was similar to a ranking system, where they get a title like "Veteran" and a field in characters table added, subclass, which would be a boolean, but dbc's cannot check the database for true or false, and the core only adds the talent trees generically (all at once, not specifying individual trees by class).

Any idea how this can be done? Scrapping this idea is ok, but I really want to learn more about how the talents work.

2
Miscellaneous / Re: [SOLVED] Custom race (TC 3.3.5a)
« on: July 31, 2015, 08:36:55 pm »
Glad i found this post. I have no idea why, but after redoing ChrRaces.dbc the alignment of the icons on the character creation screen finally put them at the bottom. but I am running into another problem. I am doing Goblin (Horde) and Naga (Alliance). I can see the Draenei icon for Naga, but it is blank for goblin. I am not really too concerned about this, since this is just for me and my kids. The real problem...

When I select either naga or goblin, they show up, with proper outfits for the classes I chose. Naga can change skin color, but the other stuff do nothing, and it won't create the character. I get this error:

Player::Create: Possible hacking-attempt: Account 2 tried creating a character named 'George' with invalid appearance attributes - refusing to do so

This error message comes from Player.cpp. I added a check in that file (basically, if race == NAGA || race == GOBLIN then skip the appearance checks) and it will create the character, but it puts a character change on the character, and it wont go in due to invalid appearance. I have worked for many hours trying to fix this, but I cannot do it. I do remember awhile back doing the tut on emudevs, with goblin and fel orc, and it working fine, except there are no female felorcs, so they looked funny. I cannot figure out what I am doing wrong. Maybe there are some changes to the core. I have limited internet (pdanet through my phone) but I will check back here and I can post any files needed.

Thanks.

3
Noggit / Re: WMOs not saving
« on: December 24, 2011, 06:05:45 pm »
I am having the same problem... but it just started recently. rev 279, it was all in german, and working fine... then suddently my menus were in english again.. and wmo's stopped saving. I made no changes to configs or to anything else that I can think of...

tho I was excited to be able to read the menus :)

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Noggit / Re: [BETA] changeset 279 (17d9f67a6415)
« on: December 19, 2011, 08:00:18 pm »
hi all. just joined. have a suggestion.

the import.txt file can be handy, but I have run into a problem. Example: I want to add 3 different trees, so I put the entry in the txt file. when I import it in, it grabs all of them.

normally, this is not a problem, but I was goofing off the other day, and had a guildhouse and the entire stormwind wmo in the import file... forgot I had the guildhouse there. was designing an area, making holes etc. and saved it. went into my new stormwind, and there was the guildhouse there. couldn't see it cuz the wmo was too large.

my suggestion is to bring up a window similar to the texture window, with a thumbnail of the image, or at least a filename, then you pick the one you want :)

this way I can place a bunch of objects, or there could be a list of all objects, importable like the textures, by selecting the areazone name.

this would almost completely remove the need for MV.

I don't have the source files, so I cannot see how the textures window works, but I could probably design this in. I am assuming this is done in VB, but not sure.

anyways, awesome job so far. Not sure what I need to do to get a copy of the source, but I would like to help improve it. I would spend my time on wmo stuffs. Any idea where I could get a list of all wmo's? MV is handy, but can be a pain looking for a specific building, or even trees :) (i know those are usually m2's)

5
Resources and Tools / Re: [TOOL] [MISC] Yias edit
« on: December 19, 2011, 04:49:08 am »
I have tried this, and it looks really cool. problema I have are:

1. the background picture is too redish, and hard to read the words.
2. cannot figure out how the heck to get my custom areas in there...

This program runs alot smoother with better framerate than noggit.

6
Resources and Tools / Re: [RELEASE] Modcraft Patch Helper
« on: December 19, 2011, 04:41:22 am »
took me a minute to figure it out... great job. was getting old making a patch, and manually adding each folder and file... then sometimes I would forget!

Thanks.!

1 suggestion... your avatar of the human on thorazine  (doing the thorazine shuffle...) makes it really hard to read your posts... the movement gives me a headache after a few seconds.... could you like give him some valume, and make him stand still???? you have so many posts.... I think I have a perminent thumbprint on my screen from placing my thumb over the avatar...

7
Resources and Tools / Re: [VB] ToolRaces
« on: December 19, 2011, 04:38:15 am »
great tool. The sql stuffs sounds like it will safe alot of time... nothing worse than "you cannot speak that language" when talking to yourself.

I will try this right away!

8
Tutorials / Re: console settings noggit
« on: December 18, 2011, 09:07:36 pm »
noggit does not have "assist" menu. also, some images and a buttload of details are missing. I love it when someone posts something, and doesn't make sure its a good post. I am getting so fed up with noggit. constantly crashing, not saving what I do even when I do both ctrl+s and click file save. it is really aggravating. this tutorial, had it been a good one and complete, would have made my custom map creation a little easier. maybe i'll mess with yias again, but I cannot figure out how to get custom stuff to load in that program yet.

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Resources and Tools / Re: [TOOL] [DBC] mydbceditor
« on: November 15, 2011, 03:26:34 am »
I noticed this program can read .db2 files. I just does not have the option to save it as db2. Have not yet tried to save, then rename. If it works, this would be the first db2 editor I have seen. If not, it is the closest to work. Was wondering if this was latest version (1.0) and if its still being developed. If not, could you share source files?

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