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dixo1

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  1. Not to be like.... But can you convert that git patch into SVN patch for rev 6909 ? becuse i cant use git patches :-/
  2. would be nice to have it on a patch, and cool work
  3. ye the title says it all Anyone got some code that do so when you ress you will start with 100% health and mana, and if you are rouge you get 100% energy? That would be awosme. I tryed once to script it my self but my skillz in c++ is getting worse and worse so it would be cool if a guy out there (or a her) would support me with this thing
  4. Were to put this code ? In world.cpp or player.cpp? And where in there?
  5. No they closed becuse they go letters from them, but after the servers were closed it got up that the letters should be fake becuse there was spelling mistakes and gramma mistakes inside the letter. And Blizzard would not send a letter out with gramma and spelling mistakes out to the biggest servers out there? There for i just sugged people to stay carm about it And by the way blizzard dont have a change to close privat servers that are hosted from home, but servers that got a server box from a hosting firma is easy to host But unto now blizzard have bin tryed seral times but they faild, i just think thouse letters is from some supid kids trying to care other servers to close so they can get more players on there servers
  6. dixo1

    Error :(

    No needs i done it
  7. Oka i edited a script and now i get compling errors Can anyone help me ? Error 1>------ Build started: Project: ScriptDev2, Configuration: Release Win32 ------ 1>Extracting Revision 1>d:\\mangos\\src\\bindings\\ScriptDev2\\VC90>cd "D:\\mangos\\src\\bindings\\ScriptDev2\\" 1>D:\\mangos\\src\\bindings\\ScriptDev2>"..\\..\\..\\win\\VC90\\genrevision__Win32_Release\\genrevision.exe" 1>D:\\mangos\\src\\bindings\\ScriptDev2>if errorlevel 1 goto VCReportError 1>D:\\mangos\\src\\bindings\\ScriptDev2>goto VCEnd 1>Compiling... 1>custom_example.cpp 1>..\\scripts\\custom\\custom_example.cpp(149) : error C2059: syntax error : 'if' 1>..\\scripts\\custom\\custom_example.cpp(150) : error C2334: unexpected token(s) preceding '{'; skipping apparent function body 1>..\\scripts\\custom\\custom_example.cpp(154) : error C2059: syntax error : 'else' 1>..\\scripts\\custom\\custom_example.cpp(154) : error C2238: unexpected token(s) preceding ';' 1>..\\scripts\\custom\\custom_example.cpp(156) : error C2059: syntax error : 'if' 1>..\\scripts\\custom\\custom_example.cpp(158) : error C2334: unexpected token(s) preceding '{'; skipping apparent function body 1>..\\scripts\\custom\\custom_example.cpp(164) : error C2059: syntax error : 'else' 1>..\\scripts\\custom\\custom_example.cpp(164) : error C2238: unexpected token(s) preceding ';' 1>..\\scripts\\custom\\custom_example.cpp(166) : error C2059: syntax error : 'if' 1>..\\scripts\\custom\\custom_example.cpp(168) : error C2334: unexpected token(s) preceding '{'; skipping apparent function body 1>..\\scripts\\custom\\custom_example.cpp(172) : error C2059: syntax error : 'else' 1>..\\scripts\\custom\\custom_example.cpp(172) : error C2238: unexpected token(s) preceding ';' 1>..\\scripts\\custom\\custom_example.cpp(174) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1>..\\scripts\\custom\\custom_example.cpp(174) : warning C4183: 'DoMeleeAttackIfReady': missing return type; assumed to be a member function returning 'int' 1>..\\scripts\\custom\\custom_example.cpp(176) : error C2143: syntax error : missing ';' before '}' 1>..\\scripts\\custom\\custom_example.cpp(176) : error C2059: syntax error : '}' 1>..\\scripts\\custom\\custom_example.cpp(176) : error C2143: syntax error : missing ';' before '}' 1>..\\scripts\\custom\\custom_example.cpp(176) : error C2059: syntax error : '}' 1>Build log was saved at "file://d:\\mangos\\src\\bindings\\ScriptDev2\\VC90\\ScriptDev2__Win32_Release\\BuildLog.htm" 1>ScriptDev2 - 17 error(s), 1 warning(s) ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== custom_example.cpp #include "precompiled.h" #define SPELL_BUFF 25661 #define SPELL_ONE 27079 #define SPELL_ONE_ALT 27079 #define SPELL_TWO 27228 #define SPELL_THREE 27243 #define SPELL_FOUR 1020 #define SPELL_FIVE 27154 #define SPELL_SIX 30546 #define SPELL_ENRAGE 23537 #define SPELL_BESERK 32309 #define SAY_AGGRO "Let the games begin." #define SAY_RANDOM_0 "I see endless suffering. I see torment. I see rage. I see everything." #define SAY_RANDOM_1 "Muahahahaha" #define SAY_RANDOM_2 "These mortal infedels my lord, they have invaded your sanctum and seek to steal your secrets." #define SAY_RANDOM_3 "You are already dead." #define SAY_RANDOM_4 "Where to go? What to do? So many choices that all end in pain, end in death." #define SAY_BESERK "$N, I sentance you to death!" #define SAY_PHASE "The suffering has just begun!" #define GOSSIP_ITEM "I'm looking for a fight" #define SAY_DANCE "I always thought I was a good dancer" #define SAY_SALUTE "Move out Soldier!" struct MANGOS_DLL_DECL custom_exampleAI : public ScriptedAI { custom_exampleAI(Creature *c) : ScriptedAI(c) {Reset();} uint32 Say_Timer; uint32 Rebuff_Timer; uint32 Spell_1_Timer; uint32 Spell_2_Timer; uint32 Spell_3_Timer; uint32 Spell_4_Timer; uint32 Spell_5_Timer; uint32 Spell_6_Timer; uint32 Beserk_Timer; uint32 Phase; uint32 Phase_Timer; void Reset() { Phase = 1; Phase_Timer = 60000; Spell_1_Timer = 10000; Spell_2_Timer = 29000; Spell_3_Timer = 50000; Spell_4_Timer = 300000; Spell_5_Timer = 302000; Spell_6_Timer = 31000; Beserk_Timer = 320000; } void Aggro(Unit *who) { DoSay(SAY_AGGRO,LANG_UNIVERSAL,NULL); DoPlaySoundToSet(m_creature,8280); } void UpdateAI(const uint32 diff) { if (!m_creature->getVictim()) { if (Say_Timer < diff) { switch (rand()%5) { case 0: DoYell(SAY_RANDOM_0,LANG_UNIVERSAL,NULL); DoPlaySoundToSet(m_creature,8831); //8831 is the index of the sound we are playing. You find these numbers in SoundEntries.dbc break; case 1: DoYell(SAY_RANDOM_1,LANG_UNIVERSAL,NULL); DoPlaySoundToSet(m_creature,8818); break; case 2: DoYell(SAY_RANDOM_2,LANG_UNIVERSAL,NULL); DoPlaySoundToSet(m_creature,8041); break; case 3: DoYell(SAY_RANDOM_3,LANG_UNIVERSAL,NULL); DoPlaySoundToSet(m_creature,8581); break; case 4: DoYell(SAY_RANDOM_4,LANG_UNIVERSAL,NULL); DoPlaySoundToSet(m_creature,8791); break; } Say_Timer = 45000; //Say something agian in 45 seconds }else Say_Timer -= diff; if (Rebuff_Timer < diff) { DoCast(m_creature,SPELL_BUFF); Rebuff_Timer = 900000; //Rebuff agian in 15 minutes }else Rebuff_Timer -= diff; } if (!m_creature->SelectHostilTarget() || !m_creature->getVictim()) return; if (Spell_1_Timer < diff) { if (rand()%50 > 10) DoCast(m_creature->getVictim(),SPELL_ONE_ALT); else if (m_creature->GetDistance(m_creature->getVictim()) < 25) DoCast(m_creature->getVictim(),SPELL_ONE); Spell_1_Timer = 10000; }else Spell_1_Timer -= diff; if (Spell_2_Timer < diff) { DoCast(m_creature->getVictim(),SPELL_TWO); Spell_2_Timer = 29000; }else Spell_2_Timer -= diff; if (Phase > 1) if (Spell_3_Timer < diff) { DoCast(m_creature->getVictim(),SPELL_THREE); Spell_3_Timer = 50000; }else Spell_3_Timer -= diff; if (Phase > 1) if (Spell_4_Timer < diff) { DoCast(m_creature->getVictim(),SPELL_FOUR); Spell_4_Timer = 300000; }else Spell_4_Timer -= diff; if (Spell_5_Timer < diff) { DoCast(m_creature,SPELL_FIVE); Spell_5_Timer = 302000; }else Spell_5_Timer -= diff; } //cast spell if (Spell_6_Timer < diff) { DoCast(m_creature->getVictim(),SPELL_SIX); Spell_6_Timer = 31000; }else Spell_6_Timer -= diff; if (Phase > 1) if (Beserk_Timer < diff) { DoPlaySoundToSet(m_creature,8588); DoYell(SAY_BESERK,LANG_UNIVERSAL,m_creature->getVictim()); DoCast(m_creature->getVictim(),SPELL_BESERK); Beserk_Timer = 320000; }else Beserk_Timer -= diff; if (Phase == 1) if (Phase_Timer < diff) { Phase++; DoYell(SAY_PHASE,LANG_UNIVERSAL,NULL); DoCast(m_creature,SPELL_ENRAGE); }else Phase_Timer -= diff; DoMeleeAttackIfReady(); } }; CreatureAI* GetAI_custom_example(Creature *_Creature) { return new custom_exampleAI (_Creature); } void SendDefaultMenu_custom_example(Player *player, Creature *_Creature, uint32 action) { if (action == GOSSIP_ACTION_INFO_DEF + 1) { _Creature->setFaction(24); _Creature->Attack(player, true); player->PlayerTalkClass->CloseGossip(); } } bool GossipSelect_custom_example(Player *player, Creature *_Creature, uint32 sender, uint32 action ) { if (sender == GOSSIP_SENDER_MAIN) SendDefaultMenu_custom_example(player, _Creature, action); return true; } bool GossipHello_custom_example(Player *player, Creature *_Creature) { player->ADD_GOSSIP_ITEM( 0, GOSSIP_ITEM , GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1); player->PlayerTalkClass->SendGossipMenu(907,_Creature->GetGUID()); return true; } bool ReceiveEmote_custom_example(Player *player, Creature *_Creature, uint32 emote) { _Creature->HandleEmoteCommand(emote); if (emote == TEXTEMOTE_DANCE) ((custom_exampleAI*)_Creature->AI())->DoSay(SAY_DANCE,LANG_UNIVERSAL,NULL); if (emote == TEXTEMOTE_SALUTE) ((custom_exampleAI*)_Creature->AI())->DoSay(SAY_SALUTE,LANG_UNIVERSAL,NULL); return true; } void AddSC_custom_example() { Script *newscript; newscript = new Script; newscript->Name = "custom_example"; newscript->GetAI = &GetAI_custom_example; newscript->pGossipHello = &GossipHello_custom_example; newscript->pGossipSelect = &GossipSelect_custom_example; newscript->pReceiveEmote = &ReceiveEmote_custom_example; newscript->RegisterSelf(); }
  8. Hey is it possable to disable pvp in bootybay ? -> i found out how to make it, but if anyone can the other thing then please tell :-) And is it possable to do so when a player die in guru arena he get teleported to the arena and not to the grave yard? Thx in advanced:D
  9. :Di know its there, but its outdated so i would like to ask if anyone, i mean anyone got it to work and will like to share it? Becuse i can remember for some time ago i got help with it too but now i lost hte patch that worked :-( so please if you got share it! :lol:
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