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Serverside Modding / Re: [TC 3.3.5a] Question - How to remove Minimap Quest Tracking?
« on: November 10, 2018, 11:26:32 am »
in case you didn't already get this, there are db tables named things like `quest_poi`; remove entries there.
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Serverside Modding / Re: [TC 3.3.5a] Question - How to remove Minimap Quest Tracking?« on: November 10, 2018, 11:26:32 am »
in case you didn't already get this, there are db tables named things like `quest_poi`; remove entries there.
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Serverside Modding / Re: [Question] Change Player Stats« on: June 18, 2017, 06:00:09 am »
Base stats are handled in the core, in Player.cpp, although I can't recall exactly where within. There you can change which stats (str, agi, etc) give which other stats (damage, crit rating, hit rating etc) and how much. Tooltip texts, and maybe even stat names are located in GlueStrings.xml (for localization purposes)
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Serverside Modding / Re: [TrinityCore 3.3.5a] Altering languages known for recently created characters« on: June 15, 2017, 12:11:02 am »
1. It wasn't confusing. I didn't explain bit masks. That's all.
2. My bad, I guess he didn't explain thoroughly enough for you either. I thought links to documentation was enough. I guess you like wasting as much of your time as possible. 4
Serverside Modding / Re: [TrinityCore 3.3.5a] Altering languages known for recently created characters« on: June 14, 2017, 06:51:57 pm »"Then you would want to edit the RaceMasks (column 2) of SkillRaceClassInfo.dbc" The record you are talking about it SkillRaceClassInfo.dbc There might be another dbc I am forgetting, but it would literally be the same thing. Find the Skill ID, change the race mask 5
Serverside Modding / Re: [TrinityCore 3.3.5a] Altering languages known for recently created characters« on: June 14, 2017, 06:48:26 pm »"AllowTwoSide.Interaction.Chat = 1 how was this relevant? He wants the characters to actually learn and speak the languages. Yes, it is quite a difference. 6
Serverside Modding / Re: [TrinityCore 3.3.5a] Altering languages known for recently created characters« on: June 14, 2017, 06:45:49 pm »Definitely not thoroughly explained enough, only possibly incorrect, it depends on what you know about that DBC . My experience is that making just a very short and even potentially confusing note usually produces just more questions, which could be answered in my first answer already, had I taken some more time to get more into detail. Sadly, you usually don't actually save time by doing this . Having added multiple custom languages and created scripts to learn both Orcish and Common languages for both factions, 100% it's not incorrect. It's definitely not difficult or complicated, certainly doesn't deserve a 'wall of text'. I'm not sure how my note could be confusing unless you aren't fluent in english, in which case I can't help that. Change a race flag here, change a race flag there. If you want to learn the language by way of vendor or spell, rather than on character creation, THEN you may have trouble with the client showing it. I made a solution to this myself with a custom spell entry. 7
Serverside Modding / Re: [TrinityCore 3.3.5a] Altering languages known for recently created characters« on: June 13, 2017, 11:41:22 pm »"Then you would want to edit the RaceMasks (column 2) of SkillRaceClassInfo.dbc" Incorrect or not thoroughly explained enough? That really is all he should have to know to get it done. 8
Serverside Modding / Re: FrameXML that handles showing talents tab« on: June 04, 2017, 11:22:28 am »
I know when I was messing with talents I had to edit the addon lua/xml so maybe there
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Serverside Modding / Re: [TrinityCore 3.3.5a] Altering languages known for recently created characters« on: June 04, 2017, 11:18:07 am »
You'd first find the language in SkillLine.dbc
https://trinitycore.atlassian.net/wiki/display/tc/SkillLine Then you would want to edit the RaceMasks (column 2) of SkillRaceClassInfo.dbc https://wowdev.wiki/DB/SkillRaceClassInfo Then you'd need to go into playercreateinfo_skills in the sql DB and change the racemask there as well. https://trinitycore.atlassian.net/wiki/display/tc/playercreateinfo_skills 10
"Retro-Porting" / Re: [RELEASE] [WotLk] Character Models(no npc)« on: May 28, 2017, 10:52:43 am »
doesn't seem to work with either set of models. do i need a different set of fixed models for the npcs?
also, this is after extracting the dbcs from your patch and modifying them so that all npcs are using the same models as characers. (i have patches made as well so i had to edit your dbcs) amidoinitrite? 11
"Retro-Porting" / Re: [RELEASE] [WotLk] Character Models(no npc)« on: May 27, 2017, 05:24:17 am »
how would one go about applying the HD npc textures to this? I've tried a different release and obviously it doesn't look pretty. Is there anyway to apply the baked textures to your fixed models?
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Development and Presentation / Re: [RELEASE] [WotLk] Custom Battleground Slaver Valley« on: December 04, 2016, 10:18:32 am »
Does this replace Isle of Conquest?
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Miscellaneous / Re: [RELEASE] Fresh 3.3.5 Trinitycore + Goblin/Worgen« on: November 08, 2015, 10:55:25 pm »Quote from: "Ascathos" -Blood Elf Warrior (REPLACES PALADIN) Just something I did out of my own personal taste. I just didn't bother to fix it back for this release. If someone doesn't like it they can very easily add them back. Quote from: "Ascathos" I personally do not like repacks, but that's my own humble opinion. I don't like repacks either, but some people aren't looking to customize every aspect of a server, so I uploaded the cores so you wouldn't have to compile your own if you didn't want to. It's just a fresh trinitycore compile with edits only related to the new races. I also included the single patch, unprotected, so people could take all the dbcs related to the new races and use them any way they wanted. Moreover this is just an in-progress port of cataclysm/mop content to 3.3.5, slightly adjusted to my personal tastes. I just wanted to make it easier for other people to do the race ports. Even if it wasn't that hard to do, someone will appreciate it. The repack will eventually include starting zones for both the new races.
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