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Messages - Eatos

Pages: 1 [2] 3 4
16
Miscellaneous / Re: [help] custom races for arcemu
« on: August 06, 2012, 03:53:54 pm »
Quote from: "detonatorss"
custom races for arcemu not work only works in trinitycore, adn right now trinity is too best than arcemu and it's more editable if you know how to

Sorry to crush your dreams but Custom races do work in arcemu.The person saying doesn't work obviously doesn't have experience in coding in this emulator :)

17
Miscellaneous / Re: [QUESTION] Spell DBC editing
« on: July 23, 2012, 03:59:09 am »
Yes some spells are scripted or they require to be scripted cus they do nothing.
And this kind of spells are called dummies.And that kind of spells i use or i make new dummy spell then later code what it will do :)

18
And TaxiPath is initialized on EnterVehicle.

19
Serverside Modding / Re: [HELP] Moving objects
« on: July 17, 2012, 06:42:42 pm »
I have tried too, and got client frozen once i am near that transporting object... :/

20
Recruitment / Re: Ezcool Development - Recruiting
« on: April 29, 2012, 01:42:33 am »
The point was, you can not judge or count that + on that way,,,,Maybe someone has achieved the same title but on different forum, or maybe he/she is not active on any forums...

21
Recruitment / Re: Ezcool Development - Recruiting
« on: April 28, 2012, 01:09:14 pm »
You requirements are how to say not thought good enough.Do you really think that people who are on mmowned/ownedcore and who have received the Emulation Expert rank are the only experts in whole wow emulations?
Think again hunny... Because this is not true.I have seen and i am one of them who are far greater then some "emulation experts" on ownedcore and i dont spend time there,  i usually spend time on ac web, ye community maybe it is not so sophisticated but it is good and doesn't look high in the sky.
So ye, you better give raw examples, a task, a logical problem or something if you really want to test staff or to find them.

22
Ok, i see why you are having these problems, first do you know values of each storage.

tinyint = 0..255
smallint  = -32767..32767
numbers in brackets represent how much numbers will be visible in column
in your case you will need
smallint(4)

After that you will need to search where in trinity this table is defined so to edit its column structure, and recompile core and it should work.

23
Random / Re: Show me your login screen.
« on: April 07, 2012, 12:11:52 pm »
Ok this is the first one login screen
[center:11fxiy9o][youtube:11fxiy9o]http://www.youtube.com/watch?v=W7TZ624kkrs[/youtube:11fxiy9o]

But then  i have changed it a bit and made this
[youtube:11fxiy9o]http://www.youtube.com/watch?v=93lolWafx6g[/youtube:11fxiy9o][/center:11fxiy9o]

24
Works like a charm :)

25
The problem is from where the hell to get coords

26
Serverside Modding / Re: Item Balancer
« on: March 16, 2012, 01:18:30 am »
Quote from: "Rimewynd"
Interesting! I have two questions (one of which may reveal my semi-noobish nature).

1) In this equation the variable 'i' is itemLevel, right?

2) What language are you using? I don't seem to be able to place some of the command syntax.

No... i represent difference in ilevel you see base is 251 and user types in item level 264 or 277
and I will be : (277-251)/13;

And two i am using Delphi ;)

27
Serverside Modding / Re: Item Balancer
« on: March 13, 2012, 12:22:32 am »
Thx for replay and ye i am using a little bit different method for calculating balanced item stats :)
for example this function i wrote for how stamina scalces with itemlevel for cloth item material and head item type :)
Code: [Select]
function StaminaCalculationClothHead( i:REAL):REAL;
begin
   if( i = 0) then
      begin
         StaminaCalculationClothHead:=81;
      end
   else if (i = 1) then
      begin
         StaminaCalculationClothHead:=92;
      end
   else
     StaminaCalculationClothHead:=11+StaminaCalculationClothHead(i-1);
end;

And what is the max of stat budget for Cloth Head based on ilevel
Code: [Select]
function StatBudgetClothHead( i:REAL):REAL;
var
 level : INTEGER;
begin
    level:=StrToInt(FMain.Edit1.Text);
    if( i = 0) then
      begin
         StatBudgetClothHead:=1.584329*level;
      end
   else if (i = 1) then
     begin
         StatBudgetClothHead:=1.685606*level;
      end
   else
     StatBudgetClothHead:=(1.584329+((0.08431+(0.016397*i))*i))*level;
end;

28
Serverside Modding / Item Balancer
« on: March 09, 2012, 01:44:30 am »
Ok...Currently i have been programming a tool that would help me to create a perfectly balanced items..
Now you say that depends on so many things and yes i do agree it depends really...
What i have so far working good?!

Well i have managed to get scaling of items and calculating dps from itemlevel 251 until x.x.x + 13
which means 264/277/290/303/316....

Also for this kind of itemlevel i have managed to get perfectly calculated armor for material types so far: Leather,Cloth and Mail...
Plate still have to do...

Now i have found my self in a trap doing calculations for item stats...What i want to do is to create a formula that is calculating how much per stat you can put.And this depends on soo many things
So far i have managed only to calculate maximum stat points for item level 251/264/277 and to find a rations so i can use it for other itemlevels...
And to find out what is the max of some stats for some type of item.For example
Stamina for Cloth Shoulders:
ilevel 277: max 103+
ilevel 264: max 92+
ilevel 251: max 81+

Which means for each 13ilevels it scales by +11....
If i continue doing this i might end up in the hospital XD
 Joking...I mean seriously the best why i have found doing this and making program fast calculating is by using recursively functions and it is going well just...It is taking me a huge amount of time to find all damn formulas...
For item stats what i have is (calculated how much each stat give stat points)

1 Agility = 1 Stat Point
1 Intellect = 1 Stat Point
1 Strength = 1 Stat Point
6 Stamina = 2 Stat Point
2 Attack Power = 1 Stat Point
(Normal Gems : Blue,Red,Yellow) = 16 Stat Points
Prismatic Shard = 32 Stat Point
Meta = 32 or 64 in some cases :S

If you have some formulas post it here and i will see it how i can implement them :)

29
If you set sound type to 1 :) should work probably

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