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patman64

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Posts posted by patman64

  1. So, you can either have:

    1. The server dumping the stats to an XML file, which is then put online via a webserver.

    or

    2. The server dumping the stats to a DB table, which is then read by a PHP script and put converted and put online via a webserver.

    Personally, I would go with 2, but either would work.

  2. I don't think there is a problem, never heard of the opcodes, but there are of course the world states on the map which wouldn't work in AC (there is no map) but I think that for the most part, it is entirely possible. Your routes are either ScriptDev2 or the core battleground system. Either one would work well, SD2 provides something easier to work with but the core system integrates better into the server.

  3. From SpellEffects.cpp:

    void Spell::EffectAddHonor(uint32 /*i*/)
    {
           if(unitTarget->GetTypeId() != TYPEID_PLAYER)
                   return;
    
           sLog.outDebug("SpellEffect::AddHonor called for spell_id %u , that rewards %d honor points to player: %u", m_spellInfo->Id, this->damage, ((Player*)unitTarget)->GetGUIDLow());
    
           // TODO: find formula for honor reward based on player's level!
    
           // now fixed only for level 70 players:
           if (((Player*)unitTarget)->getLevel() == 70)
                   ((Player*)unitTarget)->RewardHonor(NULL, 1, this->damage);
    }

    As you can see, it only works if it is used on a player and the player's level is 70.

  4. The main problem now is: controlling which objects are in which instances. Is it possible to have objects exist in only one instance of a map?

    A workaround I'm thinking of right now is to have an instance script which, on object creation, checks whether or not the object belongs in that particular instance of the map and shows/hides it.

  5. Actually, I was thinking of creating a new table in character DB called "room_instance" which would contain the map ID, the instance ID, the coords for the entrance, and the ID of the player/account the room is bound too. That would control room binding.

    I read the topic about custom items and I am now pretty sad, although it says they still work, they just don't have pretty pictures on them anymore. :(

    EDIT: Ah, yes, Razor! That was exactly what I'm looking for. Would still need changes, though, like DB support.

  6. My inspiration comes from other online games of the such.

    Placing objects would be a cross between ScriptDev2 and core, it needs a wrapper function because as of now scripts cannot create gameobjects. As for controlling access, I was going to allow the player to set permissions for their room which would control who would be allowed to get in, and players would talk to a "room controller NPC" where they could find other player's rooms and enter.

  7. Hey everyone!

    I am trying to make a modification for my MaNGOS server which would allow each player to own their own "room." Within their room they would be able to place objects (and possibly creatures). Other players can visit their room and owners can control access to their room as well as how it looks, etc.

    Now, my idea is that each room would be a separate instance of a default "room layout" and the owner would be tied with the instance. Now the main issues are:

    -Keeping the room tied with the player.

    -Controlling access between players and rooms.

    -Being able to place objects in an instance of a room and only have them show up in that instance of the room.

    If anyone has any ideas on how to implement this or anything, I would love to know. :D Especially help with the instance system.

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