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Stab

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Posts posted by Stab

  1. If you can live with related crashes after ti use in some case...

    Yeap, that's why I marked it as "dev" due to the chance of crashes. On that note though, of all my reloads so far, I have yet to crash. It's a realm I'm only on building the area, so a crash wouldn't be a big deal. Just a time saver really rather then having to keep logging back in. Since I know many have asked for commands like this, I just figured I'd share =)

  2. I know a lot of asked for reloading of items and creatures. On my realm, I'm building a custom zone with lots of new custom items. To save restarts, I decided to code it in and since I've seen it requested several times, thought I'd share. Sorry for no real patch, but my core has many changes and is 3.3.3, so it wouldn't match default GIT, so you'll have to commit it in manually.

    Chat.cpp

    
    
    
           { "spell_threats",               SEC_ADMINISTRATOR, true,  &ChatHandler::HandleReloadSpellThreatsCommand,            "", NULL },
    
    +     { "item_template",         SEC_ADMINISTRATOR, true,  &ChatHandler::HandleReloadItemPrototypesCommand,          "", NULL },
    +     { "creature_template",           SEC_ADMINISTRATOR, true,  &ChatHandler::HandleReloadCreatureTemplatesCommand,       "", NULL },
    
    

    Chat.h

           bool HandleReloadSpellPetAurasCommand(const char* args);
    +     bool HandleReloadItemPrototypesCommand(const char* args);
    +     bool HandleReloadCreatureTemplatesCommand(const char* args);
    
    

    Level3.cpp

    
       HandleReloadLocalesQuestCommand("a");
       return true;
    }
    
    + bool ChatHandler::HandleReloadItemPrototypesCommand(const char * /*args*/)
    + {
    +   sLog.outString( "Loading Item Data... (`item_template`)" );
    +    sObjectMgr.LoadItemPrototypes();
    +    SendGlobalSysMessage("DB table `item_template` reloaded.");
    +  return true;
    +  }
    +  bool ChatHandler::HandleReloadCreatureTemplatesCommand(const char * /*args*/)
    + {
    +  sLog.outString( "Loading Creature Data... (`creature_template`)" );
    +    sObjectMgr.LoadCreatureTemplates();
    +    SendGlobalSysMessage("DB table `creature_template` (creature data) reloaded.");
    +    return true;
    + }
    
    

    
    
    INSERT INTO `command` (`name`, `security`, `help`) VALUES
    ('reload creature_template', 3, 'Syntax: .reload creature_template'),
    ('reload item_template', 3, 'Syntax: .reload item_template');
    
    
    

  3. Hi there,

    Me and Skilly created a duel specialization patch for our server @ *********************************************************

    The code made its way to the forum - why was no author info included?

    If you are using my script, atleast include the author info before using it.

    Regards,

    Before bitching about other not following gudelines.. Might want to read the rules here yourself ;) Posting a link to a public server is against the rules. Also

    what proof do you have that patch is yours? I see this thread as nothing more then "hey gimmee attention oh and go see my server too!"

  4. Stab, you obviously know nothing of battle.net 2. PvPgn has nothing to do with the new battle net platform and it is only intended to work with diablo1-2/starcraft/warcraft 2-3.

    Where did I say I did? I even stated I been out of that scene for over a year. Was pointing you into a direction of where to start looking to see if Pelish had any plans to start a Bnet 2 emu. I would think a site that caters to an earlier version would know more then trying to find info here. Maybe try not being such an ass in the future either to someone atleast willing to take the time to try to help you/

  5. hmm, I think I found the issue but not sure how to fix it. In dbcEditer I changed field 66 which is the player limit from 40 to 10 and saved. When I reopen Map.dbc the 10 is now a zero causing the core to use the 40 default. What am I doing wrong that after I change the field using dbcEditer that it changes to 0 after a save?

  6. Stab can u tell me where to put the custom hooks?

    you would want to create a new file in SD2 like hooks.cpp or whatever

    void PVPKillPlaye(Player *killer, Player *killed)

    {

    }

    void AddSC_hooks()

    {

    Script *newscript;

    newscript = new Script;

    newscript->Name = "scripted_hooks";

    newscript->pPVPKillPlayer = &PVPKillPlayer;

    newscript->RegisterSelf();

    }

  7. I'm sure this discussion would be welcomed at SD2 if it is in regards to custom scripts as you said. Also in SD2 be sure to look in the custom folder for some ideas you can run with. People of the community are very willing to help I found if you ask for help in the right place and very picky if you do it in the wrong place =)

  8. When I converted my Ascent scripts to Mangos, I wrote some things to support hooks. For the Ascent PvP script like that you need to add functions in worldsession, unit and characterhandler to trigger your custom script in SD2

    void WorldSession::HandlePVPKillPlayer(Player *killed)
    {
       Script->PVPKillPlayer(GetPlayer(), killed);
    }
    

    For one of the examples..

  9. I wanted to know if there was any difference, no matter how insignificant, in the internal structures stored in the *.map files between the different branches?

    For example, would the .map file for an area of, lets say, durotar differ between the branch for 2.4.3 versus that required for trunk?

    Most no.. Major cities for barbershops, Durotar and SW for the new zep tower and harbor and the removel of naxx in EPL are the only big changes mostly.

  10. find return v_map == 530 || v_map == 571 && HasSpell(54197);

    change to

    return v_map == 530 || v_map == 0 || v_map ==1 && v_map == 571;

    That will allow it on maps 0 and 1 plus take away the requirement of cold weather flying in Northrend.. Azeroth is very ugly from a flying prospective though, the map cuts are very hacky and ugly.

  11. If you know that file dosn't use any other projects too, you can just right click on the game project and select compile too, though it is better just to run build as stated above. Clean really is only needed on big changes or merging a new branch in.

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