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Serverside Modding / Re: [Spell.dbc] Adjusting 20167 (Seal of Light)
« on: March 31, 2017, 05:06:31 am »
I was looking through my tables and don't see that one. I have spell_proc, but not spell_proc_event.
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Serverside Modding / Re: [Spell.dbc] Adjusting 20167 (Seal of Light)« on: March 31, 2017, 05:06:31 am »
I was looking through my tables and don't see that one. I have spell_proc, but not spell_proc_event.
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Serverside Modding / Re: [Spell.dbc] Adjusting 20167 (Seal of Light)« on: March 30, 2017, 11:31:19 pm »
It worked! Thank you so much.
Do you have any clue how I might adjust proc chance? I tried looking through some of the tables pertaining to spell procs but couldn't find anything useful. 3
Serverside Modding / [Spell.dbc] Adjusting 20167 (Seal of Light)« on: March 28, 2017, 05:39:15 am »
I am attempting to reduce Seal of Light healing.
![]() Yeah I know this is 20165, but it's relevant. I am trying to change it from (0.15*AP)+(0.15*SP) to (0.05*AP)+(0.05*SP). Is there any way I can do this? I have been looking through the spell.dbc and trying to figure out what the relevant lines are, but I can not find anything that looks relevant to these values. Additionally, if there were instead a way to adjust the chance for it to proc (for the heal to happen), I would greatly appreciate any help folks could give me to go about doing this. 4
Noggit / Re: Yet Another Issue with ADTs added to an existing map« on: December 22, 2015, 10:45:33 pm »Quote from: "Amaroth" Try using the biggest texturing brush you can have with minimal pressure and opacity. Use it to apply 3 different textures (I would say 4 but if some chunk had empty texturing, you would notice that for sure) on all and whole ADTs which are edited in your MPQ. Its better, easier and quicker than checking chunks manually, with this method you can really by pretty sure that you won't miss any. This I have done. I took 1 ADT, did this with the textures, and used it as the template for the ADT adder and used it for adding the new ADTs to the continent. I also checked each individual tiny square and they have 4 textures. https://drive.google.com/file/d/0Bzx4um ... sp=sharing Never uploaded a file via drive, but try that. 5
Noggit / Re: Yet Another Issue with ADTs added to an existing map« on: December 22, 2015, 06:37:33 pm »
I have checked each individual chunk, they all have 4 textures. I don't know what anything else discussed in this thread mean.
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Noggit / Yet Another Issue with ADTs added to an existing map« on: December 22, 2015, 04:12:27 am »
[center:2i4217oq]
![]() I am encountering a crash issue as I come near to the following ADTs on the map: [center:2i4217oq] ![]() Any ideas as to what I could be doing wrong? I've tested to see if the ADTs have less than 4 textures, but they all have 4 textures... I'm not really sure what this could be. They can be edited in noggit without issue, but when it comes to approaching them ingame, crash. 7
Noggit / Re: Custom ADTs added to Eastern Kingdoms do not show in Nog« on: November 12, 2015, 05:44:20 pm »
I forgot about that step and seemed to have skipped it even when instructing Martinus on the subject. My apologies for the late reply. I appreciate your assistance, Amaroth!
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Noggit / Custom ADTs added to Eastern Kingdoms do not show in Noggit« on: November 05, 2015, 08:17:44 pm »
Sorry for the news paper title.
So, I have created ADTs with ADTadder and placed them at the light-grey spots below, and then updated the Eastern Kingdoms WDT: [center:kbe1bws4] ![]() However, when I approach them in noggit, there is nothing but endless void (as if they ADTS had never been added). Any insight as to what it is I have done wrong? : 9
Resources and Tools / Re: [TOOL] GruulMe - a new WDT editor« on: October 24, 2015, 11:56:36 pm »
All of the links are expired? Really?
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Development and Presentation / Re: A realistic after-Warcraft III server« on: October 23, 2015, 09:16:18 pm »Quote from: "sshroud"
And it'd also be nice to see the maps they provided and use that for reference, as well. I know for a fact numerous towns are missing from WoW that were present in WC3. 11
Development and Presentation / Re: A realistic after-Warcraft III server« on: October 23, 2015, 08:54:20 pm »
I think modcraft ate my message.
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"Retro-Porting" / Re: [Question] Getting Cataclysm Ruins of Lordaeron to 3.3.5« on: October 13, 2015, 02:39:46 am »
Thank you! It works perfect.
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Miscellaneous / Re: [QUESTION] WMO editing« on: October 13, 2015, 02:32:48 am »Quote from: "Namok" Well, I downloaded the script and moved it to: Can you explain how you got it to work? I am having the same issue and am not so fortunate as to find how to get it to work. 14
"Retro-Porting" / Re: [Question] Getting Cataclysm Ruins of Lordaeron to 3.3.5« on: October 12, 2015, 05:19:56 am »
Hey! This is exactly what I was looking for! Though there is a big issue, which is the textures for it.
![]() See how there are blank(ish?) textures, and random white spots? 15
"Retro-Porting" / [Question] Getting Cataclysm Ruins of Lordaeron to 3.3.5a?« on: October 11, 2015, 07:34:56 pm »
I looked through the forums and didn't find anything (might've missed?) pertaining to what I am asking about. What I am trying to do is get the Undercity/Ruins of Lordaeron to be available for use in Wrath of the Lich King (3.3.5a) and usable in noggit. Is this at all possible to do? If so, how might I do it?
[center:39s644k8] ![]() instead of [center:39s644k8] ![]() |