This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - dobidoberman1

Pages: [1] 2
1
SmartSpellScript
information

First 3 months old system - preview bonus table
https://www.youtube.com/watch?v=x-ZIsSA ... e=youtu.be

preview dbc online modification:
https://www.youtube.com/watch?v=EUb-VYM ... e=youtu.be

SmartSpellScripting is a new method to develop spells in your most comfortable enviorement. SmartSpelScripting gives you a coding free platform to develop your spells at any level of complexity, with no restarts, compiles or a C++ knowledge required - just like Trinity's SmartScript enviorement for AI development; Just for Spells.

Update #1:
The following videos shows my SmartSpellScript system in action where I edit dbc values on the spot, without restarts or dbc export and get them to function ingamehttps://www.youtube.com/watch?v=E ... e=youtu.be



Working in the following platforms:

  • TrinityCore 3.3.5
  • TrinityCore 4.3.4
  • JadeCore/MistCore 5.x.x
  • TrinityCore / Other 6.x.x

What features does it has?
  • Hard Values: editing attribute, targets, basepoints, miscvalues, dispeltype, effect types
  • checkcast - adding check cast values such as "Only in water" or "Only from the front"
  • Filters: you can filter through certain targets and quantities, with typeid options and etc.
  • bonus effect - you can create new additional effects using the system
  • Consumption: you can mess with the way the spell consumes power like mana, rage, cooldown, aura stack and etc
  • Other: cooldowns, duration, globalcooldown, alternative power, damage, healing or anything else that a C++ developer use, you can use the same without the knowledge in C++




FAQ




1. How does it work?

a. It works in a simple way, there's a specific connection from the database to the server that takes any modification made live and register them; Then upon server hooks - it'll either overrun or add additional effects upon usage (based on the user input).

2. What options does it come with?

a. Editing dbc files live using a specific casting (Attributex, Dispeltype, Basepoints, Miscvalues, Effecttypes and Targets [Anything that's server based really]), adding additional effects and messing with the way these effect handles targets in an efficient and easy way, adding checkcast options, modifying consumption (making Frostbolt consumes 500 Rage instead of 200 Mana for example), editing cooldowns, alternativepower, duration and many other interesting things.

3. How can we purchase it?

a. For anything related to purchasing the system, please contact me through Skype at taleoftheancientsofficial

4. What does it come with?

a. The system, spellworks, basic guidance, support in installation and a Github repository access.[/COLOR]

5. Can this create new spells?

Well not entirely, you may be familiar with how World of Warcraft works based on the client-server method. Client based modification could not be implemented using this system (for example new spell ids, changing description or spell names).

Though you can do all the rest:

1. Create new effects for a spell (with either overrunning current effects or just adding a new one).
2. Attaching a different spell to the current modified spell
3. Changing values of damage, healing, proc chance, cooldown, duration, targets, summoned creature id, mana usage, global cooldown, effect type (Ex: changing holy light to do damage instead of healing).
4. Adding checkcast options to a spell
5. Filtering through targets.
6. Summoning triggers or creatures at any sort with an option to select tempsummon type, time before despawn and started positionZ.
7. Editing all server side (spell.mgr based) values without restarting.
8. Code and test your spells on the spot, not reload button, no compiles, no restarts - no C++.
9. Even if you're a C++ developer.. it doesn't mean you need to enslave yourself to death with compilations and etc. There's no shame in using an efficient tool.





Thanks
Davethebrave

2
Any news on this? Also, do you take donations?

3
Texturing and 2D Art / Re: How to change ingame UI resolution?
« on: March 15, 2014, 01:54:10 pm »
May I request some further guidance due that I never messed with client modification. What MPQ do I need to extract? which directory is it and etc.

PS: Thanks Schlumph, big fan... big fan and also I just wants it to be bigger that's all

4
Texturing and 2D Art / Re: How to change ingame UI resolution?
« on: March 15, 2014, 01:48:06 pm »



Here you go! :P

5
Texturing and 2D Art / How to change ingame UI resolution?
« on: March 15, 2014, 01:35:04 pm »
Hello Modcraft!


I'm wondering about a possibility to increase the Arena UI panel resolution to make it so it'll cover the entire monitor. My question is: If this can be achieved and also how?


Thanks

6
Modelling and Animation / WTB| Customized Character Model Animations
« on: January 09, 2014, 01:03:02 pm »
Greetings

I'd like to hire a model editor service for several tasks I have for model editing for In Game characters. I'm willing to pay around 120 USD for a person who'll be able to complete my tasks.

For further correspondence please contact me through skype at
taleoftheancientsofficial

Thanks
Daniel

7
Showoff - what you are working on / Re: [SHOWOFF] Kul Tiras Battleship
« on: September 03, 2013, 01:43:54 pm »
Greetings

I'd like to purchase that model, If i may.

please leave some information of how I can contact you.

Best Regards
Marya

8
Miscellaneous / Error| Changing client base version
« on: August 11, 2013, 05:40:26 pm »
Greetings

So, I've been trying to mess with assembly, but as likely as it is - i got hindered by this..

So while trying to change the game base version (12340) to 12370, I found out that although my changes in memory i find that i still get that "client is not updated" error, although i changed the game version at the database.

I also out of desperation willing to pay for someone who can complete this silly task for me.

Best Regards
Daniel

9
hello again.

so i've been doing my research about the camera function and it came to my attention that indeed it's limited.
so i was attempting to make some reverse engineering via IDA over the idb file and yet i couldn't change those values via cheat engine.  //Credit to Ownedcore for the support//
the values are:
004F5960    CGWorldFrame__GetActiveCamera
                              | |
                               
 offset as 7e20, pointer to b7436c
here's a picture to deeply describe what i mean
http://i.imgur.com/QCW2ZER.png
i went towrad the memory address of CGWorldFrame__GetActiveCamera - got the decimal numbers for 32288 and copied b7436c to the pointer address.
yet, it restricted me from changing the values. (0000000).
 so it get me ponder about  the question if there's truely no possiblitly to change the camera FOV settings?
that's incorrect since a program by MALU named Machinma tool actually fulfilling that task and gives the person who uses it the oppertunity to unlock the zooming limitation, and many other stuff.
unfortuantelly the source file for the program is unavailable so i can't prob my eyes into it and get how it works.

but above all the program don't saves your changes - which is actually similar to cheat engine mechanisem.

and still for some reasons its seems that via cheat engine the memory address has like a r-x protection which doesn't make sense because the program of malu actually working.

so my question are:
1. if it possible to locate malu wow machinma tool source code?
2. why does the cheat engine won't let me edit the value of zooming?
3. why when i type in the pointer : wow.exe+b7436c it return blank.
4. if its possible to save Wow machinma tool camera changes by any way?
5. is it possible to create a custom map/models that has different camera angle - like taurans and gnomes ones, and still break that limitation.?

thanks for the help
dan

10
Level Design / [question] regarding map designs
« on: April 18, 2013, 03:58:24 pm »
so i've been attempting in the past month to edit the zooming, scaling values default values.
but somehow something poped to my head and its might be true.

whenever you get inside arena or a certain room,bg you camera zooming changes.
so i've been wondering if there's any option when creating a custom map to edit the scaling values, or just the camera angle in general.

sincerely daniel

11
Serverside Modding / Re: [clientside] how to understand a dbc file
« on: April 14, 2013, 05:34:29 pm »
As long as my eyes don't trick me there isn't any dbc file named
cameramode.dbc in the wotlk files.
thats why i pointed that out.

12
Serverside Modding / Re: [clientside] how to understand a dbc file
« on: April 14, 2013, 04:44:36 pm »
thanks but thats not very helpful since i'm using cata dbc files.
the thing is i just don't understand what lays behind those colums.
and either way lets just go straight to the chase i'm trying to copy this row values



to that row


i'm doing it all on blind i'm not sure about the process of editing a dbc file and etcetra.
basically i'm just trying to take a certain camera angle from a quest and implmenet in that row -Redridge, and by that just applying those values of the camera angle to that specific map zone which is Render valley.
but each time i save the file and start the server, it seems that the changes are not applying.
i can't really do anything properly if i don't know what each column does.

13
Serverside Modding / [clientside] how to understand a dbc file
« on: April 14, 2013, 11:05:31 am »
i'm wondeing how can i understand a simple dbc file. the thing is when i open a dbc file such as: "CameraMode"
i don't quite understand what each column does since there's no explaination or declaration for them its just numbers.
my question are:
1. how i can understand what each column does?
2. how can i implement my own row and relate it to some specific map.

many  thanks again.
daniel.

14
Sorry for being all ignorant again, i'm merely studying c++ for four weeks so i'm having difficults understand those technical stuff.
cvar is a console variable - since i don't know if the dbc is also written in lua, c++. i'm a bit confused of where i should refer my self to. sourcecode/dbc

where are those console variables located?
are they inside the source in a header called console?

many thanks again, and sorry for all the trouble.

15
Noap, i mean just as you scroll up and down to zoom into your character - i wants to be able to zoom out more then the maximal default lets you.
And if you can elaborate what you just said, about that certain harcoding - is it possible to intepretetate from the code meaning?

Pages: [1] 2