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Atømic

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Posts posted by Atømic

  1. Maybe it's due to the respawn time because after rebbot Go seems to be visible.check the respawn time .

    For another solution in GoCreature there is :

    Player* _player = m_session->GetPlayer();

    From that i think it shouldn't be hard to get the player GUID

    Don't be afraid to insult me if i'm saying a lot of bullshit :)

    The creature no problemes, just Gameobject object need .gm on for look visual :(

    PS : Need small up :(

  2. To addition POWER_ENERGY ?

    src/game/Spell.cpp
    @@ -3025,7 +3025,14 @@ void Spell::cast(bool skipCheck)
                     AddTriggeredSpell(60089);
                 // Berserk (Bear Mangle part)
                 else if (m_spellInfo->Id == 50334)
    -                AddTriggeredSpell(58923); 
    +                AddTriggeredSpell(58923);
    +            else if (m_spellInfo->SpellFamilyFlags2 & 0x00000800  && m_caster->m_form == FORM_CAT)
    +                if (m_caster->HasSpell(48495))
    +                    m_caster->SetPower(POWER_ENERGY, m_caster->GetPower(POWER_ENERGY) + 60);
    +                else if (m_caster->HasSpell(48494))
    +                    m_caster->SetPower(POWER_ENERGY, m_caster->GetPower(POWER_ENERGY) + 40);
    +                else if (m_caster->HasSpell(48492))
    +                    m_caster->SetPower(POWER_ENERGY, m_caster->GetPower(POWER_ENERGY) + 20);
               break;
            }
            case SPELLFAMILY_ROGUE:
    
  3. I translate in English cause my stupid compatriot clearly didn't pay attention in school :P

    I'll answer him in english and french (obviously he won't understand the english answer ^^)

    French:

    Voici quelques infos :

    - Crée un nouveau champ dans gameobjct, creator de type UNSIGNED INT(10)

    - Fichier Level2.cpp, fonction HandleGameobjectAddCommand : juste avant pGameObj->SaveToDB, il faut définir le créateur du gameobject. Tu n'as qu'à utiliser : pGameObj->SetOwnerGUID(chr->GetGUID());

    - Fichier GameObject.cpp, fonction SaveToDB. Tu devrais voir la requête qui insère le gobject dans la BDD : INSERT INTO gameobject VALUES ...

    - A la fin de cette requête il faut que tu rajoutes le créateur du gameobject :

    << uint64(GetOwnerGUID()) << ")";
    

    English :

    A few tips

    - Create a new field in gameobject, creator UNSIGNED INT(10)

    - File Level2.cpp, function HandleGameobjectAddCommand : just before pGameObj->SaveToDB, you must define the go's creator. You may use: pGameObj->SetOwnerGUID(chr->GetGUID());

    - File GameObject.cpp, function SaveToDB. You should see the SQL request that insert the go in DB : INSERT INTO gameobject VALUES ...

    - At the end of this request you must add the go's creator :

    << uint64(GetOwnerGUID()) << ")";
    

    Merci, je vais aller tester tous sa.

  4. Français :

    Bonjour,

    J'ai fait des recherches pour modifier la commande .gobject add afin d'y ajouté une colone dans la table 'gameobject', en effet j'aimerais ajouté le nom du personnage qui à spawn.. sa serais bien pratique.

    J'ai fait une dizaine de test, mais c'est complex dans le code source c++, sa aurait été une requête sql basique sa m'aurais pas poser de problèmes.

    Voilà, j'espère avoir été assez clair sur l'aide requis.

    English :

    Hello,

    I need add colone in table 'gameobject' for add name personnage spawn gameobject..

    Sorry my english :(

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