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tekkeryole

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Everything posted by tekkeryole

  1. case GAMEOBJECT_TYPE_MEETINGSTONE: //23 { GameObjectInfo const* info = GetGOInfo(); if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; Player* targetPlayer = ObjectAccessor::FindPlayer(player->GetSelection()); // accept only use by player from same group for caster except caster itself if(!targetPlayer || targetPlayer == player || !targetPlayer->IsInSameGroupWith(player)) return; /* //required lvl checks! uint8 level = player->getLevel(); if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel) return; level = targetPlayer->getLevel(); if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel) return; */ spellId = 23598; break; } just comment it out here
  2. Yea, i figured i would have to just do that and add in my own custom text defines for those. pretty much i define what i want - LANG_W_E_I_WANT = #MY_TXT_ID where the rest of those lang defines are.
  3. I guess I should have clarified this, but pretty much, I'm used to ascent based emulators - arcemu/aspire/ascent and what they normally use is BroadcastMessage which sends the message to just the player. Well the last few days, i looked everything over and it seems it is SystemMessage - is this right? If I use SendWorldText it announces to the world.
  4. How do I send a message to just my client (the player), for ascent based core's I've always used BroadcastMessage, but whats the proper way for Mangos?
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