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Messages - Degen

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1
Serverside Modding / Re: [TC 3.3.5] Custom damage school?
« on: January 06, 2017, 06:17:09 am »
Hm, you're right. After a bit of testing I found that +elemental damage on weapons doesn't work. (Like the +Holy damage on Ashbringer) Wands deal elemental damage as intended, but I suspect that has to do with the Shoot spell. I'll experiment with core modifications and see what I can do.

2
Serverside Modding / [TC 3.3.5] Custom damage school?
« on: January 05, 2017, 06:11:19 am »
So I've been trying without success to create a custom damage school and have it show up on a weapon in-game.

ex.
Code: [Select]
Holy Sword
100-200 Damage
+50-60 Holy damage
but let's say instead of Holy I wanted to add Water damage..

I found Resistances.dbc stores damage schools including Physical, but adding a new line and using the id in item_template.dmg_type1 doesn't seem to do the trick. I'm obviously missing something and I couldn't find a single related forum post.

If anyone has some ideas they would be appreciated.

3
Quote from: "noc"
You'll have to modify TalentFrameBase.lua and Blizzard_TalentUI.lua

Where is the TalentFrameBase.lua file located? (I'm using Trinity core 3.3.5) Is the default talents UI just not expecting more than 3 tabs?

4
So I tried a few things. I added a new row in TalentTab.dbc for a Warrior - Holy talent tree (pointing to Paladin's Holy tree as a placeholder for now) and I added the Holy skill to warriors in playercreateinfo_skills.

http://i.imgur.com/x2EoLhE.jpg
There were a few problems..

Edit: Editing SkillRaceClassInfo.dbc lets Warriors learn the Holy skill. The talent tab won't show up though, and adding a line to TalentTab.dbc breaks the window.

5
I didn't even consider database or dbc edits. I know i'll use them to build the new talent trees, but my goal right now is getting 4 talent tabs working. I'll see what I can do, thanks for the suggestions.

6
Lately I've been trying to increase the number of talent trees for all classes from 3 to 4. I found "#define MAX_TALENT_TABS 3" in DBCStructure.h and changed it to 4 but that wasn't enough. (I didn't expect it to be easy)

Right now I'm looking at a few places n Player.cpp and DBCStores.cpp where talent tabs are built, but I can't figure out how it all works. If someone has an idea of how to do this, or is more familiar with c++ and just wants to lend a hand I would be very appreciative! I'll keep trying for now and will update if I figure it out.

7
Serverside Modding / [SOLVED] [Trinity 3.3.5] Static Weapon Skills
« on: July 05, 2016, 03:27:27 pm »
Searched all over and couldn't find any info on this.

I'm trying to change a character's weapon skill (Let's say One-handed Swords) to be 1 out of 500 at level 1, and not have the cap increase by 5 every time they level up. Does anyone have an idea on how to do this?

Edit: I think I found what I'm looking for in the player.cpp, but the c++ is gibberish to me and I can't figure out how to change what I want to change. If anyone knows their way around all these global variables, I'd love some insight.

Another edit: I finally solved this after much trial and error. Tried my best to describe it below but there are probably things I've overlooked so don't take this as a tutorial.



Max weapon skill is defined in Unit.h, I set it to 1000 instead of 5 * player level.
Code: [Select]
uint16 GetMaxSkillValueForLevel(Unit const* target = NULL) const { return (target ? getLevelForTarget(target) : getLevel()) * 5; }
to...
Code: [Select]
uint16 GetMaxSkillValueForLevel(Unit const* target = NULL) const { return 1000; }


Player.cpp also needs to be edited where "5 * plevel" is hardcoded in.
Code: [Select]
uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
to...
Code: [Select]
uint32 skilldif = 1000 - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));

The skilldif variable in this calculation will now round down from 1000 instead of 5. Edit it accordingly.
Code: [Select]
float chance = float(3 * lvldif * skilldif) / plevel;

Being constantly far away from weapon skill cap means combat will be mostly misses. I myself solved this by removing miss chance completely, but there are probably better ways..

8
Setting the event
Quote from: "Amaroth"
event_flags - they are nearly everywhere set to another values than 0. I have never used this field, because I was never working with instances, so I am not entirely sure wth is it for. But I am quite sure that scripts with difficulty (dungeon, raid...) entries set are not something you want to use outside of instances. Try setting them all to 0.

Works perfectly, thank you. :)

9
Miscellaneous / [SOLVED] Turning instance into normal map breaks SmartAI
« on: August 13, 2015, 03:56:10 am »
I turned Ragefire Chasm into a normal zone using the areatable and map dbc's and now the smart scripts connected to every mob inside that map are broken. Does anyone know a work-around to this problem?

10
Miscellaneous / Re: Easy way to modify WMO?
« on: July 28, 2015, 07:11:06 am »
Have you tried WMO Editor?

11
Miscellaneous / Re: [QUESTION] Heroic class creation requirement?
« on: July 05, 2015, 03:40:34 am »
Where at in the core, if I may ask? None of the .dbc files are worded similar to what I'm looking for.

12
Miscellaneous / [QUESTION] Heroic class creation requirement?
« on: July 04, 2015, 07:23:53 am »
Is it possible on Tc2 to have DK's unlocked by an achievement, rather than getting a character to a specific level?

13
Miscellaneous / Re: [QUESTION] Map 44 WMO ID?
« on: June 30, 2015, 01:48:14 pm »
Thank you Mak! I wasn't looking for the Armory map, but the old Scarlet Monastery where all of the stages are connected. I found it pretty quickly though thanks to your help, and now there's finally ambient noise and music in my zone.  :D That has been bugging me for a week.

14
Miscellaneous / Re: [QUESTION] Map 44 WMO ID?
« on: June 30, 2015, 05:13:34 am »
Still no luck finding the .wmo id of old SM so I can add indoor ambience. If anyone can help I'd greatly appreciate it. My starting area is so quiet. :s

15
Random / Re: Become lootable on death?
« on: June 28, 2015, 10:22:51 pm »
Quote from: "Rochet2"
You can probably hack that into the insignia loot code.
When you click that ingame, make it send a loot table with the player's gear.

Here is one way:
https://youtu.be/8cSs4KtbeDI?t=118
But I guess having it without any additional object would be possible as well.

/me waves
/waves

That's almost exactly what I had in mind, but with the looted person losing the gear that was taken. (Basically Runescape's wilderness looting system) Probably not something I can do with my current skills, but it's nice to know that it's possible if I ever want to try.

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