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Messages - mrxxx

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1
Tutorials / App
« on: April 21, 2018, 10:06:44 pm »
Could someone take the time to update this to latest TC revision? Please, I would really appreciate it.

2
Ayy i was pretty retarded, didn't know it would be related to that since i changed starting equip via core rather than the dbc file :P

Thanks!

3
Hello,

Basically, i want to change the death knight "starting" gear that is equipped and shown in character creation screen to some other items, but i don't really know how to. I already checked GlueParent.lua, CharacterCreation.lua etc etc but all i found was how to change the background model. Is it "hardcoded" in model files like BloodElf.m2? I have no clue what files to edit.

5
Serverside Modding / Re: [HELP] Remove Talent Point Requirement
« on: July 06, 2017, 11:23:12 pm »
Sorry for bumping this but how is one supposed to remove / reduce tier talent point requirement for talent preview option? I can't seem to find any related code in BlizzardTalentUI.lua or TalentFrameBase.lua, not sure about core but i think it only has the regular talent checks. Am i just being blind or is this something more complicated?

6
Hey. You were right, the values are not spell ids, you need to define them. The values are stored in fields 209-211, 209 representing spell class mask 1, 210 - 2 and so on. Look at this example:
Improved Faerie Fire (id 33600) has SpellClassMaskA1 as 0x400 because Faerie Fire (id 770) has 0x400 in spell family flags field (209). If Faerie Fire had a value in 210th field, then we would need to write it in SpellClassMaskA2 of the affecting spell.
It's actually quite simple when you learn it.
Also, you must relate your spell class mask fields with the correct effect your spell has. For example, if i were to make a spell which increases damage of fireball as effect one, and reduces cooldown of evasion as effect two, i would put the hex value of Fireball's spell family flag in SpellClassMaskA, and Evasion's to SpellClassMaskB.

7
Yeah it worked! How could I forget -1 :P
Thank you so much for help!

8
2047 didn't work but I'll try -1 once I have time

9
Been tinkering around for 10 hours with this now, it just drove me towards more confussion and no actual product. The masks in 123-131 seem to be truly damn unpredictable; For instance, I've tried to pick blizzlike talents which affect all spells of a certain spec:
Subtlety(17118)
Nature's Reach(16819)
Natural Shapeshifter(16833)
You would guess adding the flags of all these spec-affecting spells would turn into a whole-class hex value, but that's not really how it is. It kinda worked (excluding like 10spells which were not affected), but after adding up more values from different classes, it just became a mess. It seemed like half of the spells weren't working that were working prior to adding other classes values.
tl;dr I don't think there's a specific value for affecting all spells, also there's just too little documentation for me to figure this out... If I atleast knew how to add a single spell to the whole value, it would take like two weeks, but i'd eventually complete the whole thing :v

10
BoM was just a quick example :P. Values 75-77 and 81-83 say nothing tbh, examples:
5420 - Tree of Life: -21 at column 81
                             0x50 at 123
                             0x4000010 at 124
19416 - Efficiency: -4 at column 81
                             0x7FA00 at 123 // 522752 as int value f.e.
                             0x88801081 at 124
                             0x1 at 125

It seems like all these hexadecimal values are very different from each other; Whether it's the same class or not, I couldn't see a sequence or something like that, hence this post. AFAIK, the values in these fields are from adding up different spells you want this spell to affect, and turning them into a hex value. But what if I want the spell to actually affect ALL spells? Adding up the different spells' masks is not the way I wanna do this, i'm not even sure how I would do it. This is the most confusing thing with spell.dbc for me :/

EDIT: sure, I could just use a little script to solve this, but I want the client-side values and tooltips to be fixed too, so i'm in a real need of these columns' explanation

11
Heya,

I've looked all over the forums but couldn't find necessary information about this thing. Basically, all I wanna do is make a custom spell which applies a SPELL_AURA_ADD_PCT_MODIFIER effect to all spells and classes. I've tried putting 0 values in lines 123-125 but it didn't work. Can anyone enlighten me on how this works?
I saw from other spells that, f.e., Improved Blessing Of Might has a 0x2 value in this column. But where are all the spells' masks defined?

12
Miscellaneous / Re: [WotLk] Client-side support for modified rating values
« on: February 11, 2017, 10:34:47 am »
Thanks a lot guys

13
Miscellaneous / [WotLk] Client-side support for modified rating values
« on: February 09, 2017, 07:01:25 pm »
Heya!

Recently I've made a little change on my server regarding combat rating values in StatSystem.cpp, i'm currently using trinity core source.
I've changed it so that, for example, 1 crit rating gives you 0.2% actual crit, instead of 1.6% @level 10. Everything works perfectly but the only downside is that I'm not sure how to patch it to show correct values when mouse-overing in char pane. I hope y'all can figure it out, thanks in advance!

http://imgur.com/a/gdITd

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