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Messages - Hederick

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Serverside Modding / Re: [QUESTION] NPC - Weapon
« on: May 27, 2014, 07:48:54 pm »
At the latest revisions of TC equipment_id no longer exists in creature_template.

U have to set in your creature_equip_template this parameters:

entry: the ID of your creature in creature_template

ID: 1,2,3... It depends if u want your creature to have multiple weapon sets to swap them later. Just leave it like 1 if u want your creature just to have one equipment.

ItemEntry 1: Right hand. These ones are pretty self explanatory, u have to insert here the ID of the weapon, NOT the display ID.
ItemEntry 2: Left hand.
ItemEntry 3: Ranged weapon.

2
Well, after going to the line 14479 in Spellvisual.dbc u are gonna see in the 4th column (if u don't have column 0 it would be 5th column) the m_stateKit (13353).

The m_stateKit is the visual effect that shows the spell where it remains in the target, in this case, the jetpack.

So, grab the m_stateKit number (13353) and go to SpellVisualKitModelAttach.dbc, search for the id in the 1st column (2nd if u don't have column 0).

There u are gonna find, the m_Statekit of your Spellvisual and the SpellVisualEffectName of the jetpack.

ID: 1321
m_parentSpellVisualKitID: 13353
m_spellVisualEffectNameID: 6127

Sorry if my english is somewhat confusing and for answering this late.

3
Serverside Modding / Re: [QUESTION] Reward player with buff
« on: January 17, 2014, 02:28:02 am »
If you are using Trinitycore it should be easy to do via SAI Events. I can give you more info about how to do it if u need it.

4
Well, actually, there's no spell that connects to ranged attacks to make them use ammo. Instead, they use this
 SPELL_ATTR0_REQ_AMMO                         = 0x00000002, //  1 on next ranged
Put a 2 in the 4th column (In the column number 4 considering there's a number 0 column) of your spell and it should cost ammo.

About "Shield of Righteousness", i've been looking at Spell.dbc and, if u look properly u will see right behind the flat damage of the spell (80th column), a number, in this case, 99. I haven't tried nothing right now, but seems it defines how much of your block value adds into the flat damage. To test it properly, you should swap 99 to 999 to add 1000% of your block value to the damage, if it works, you got it.

PD: Sorry for my english :P

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