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gegge6265

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Posts posted by gegge6265

  1. Hello, for who want Truice in C# version, to customize the original program or developing it better, i have started today this repo:

    https://github.com/gegge6265/Luice

     

    if you want to help you're welcome :)

     

    yes it is a noob tool and existing tool.. but for who don't know pascal (including me) it is a good thing ^^

  2. frostwolf? are you from molten? XD

    I don't know a lot about this, i know that i had a similar problem with an npc, but if you type .gm on you should be able to view that

    btw try to delete your cache, and check if there is a value not correct in the db

  3. all the mpq files will be replaced by the CCAC.

    Extracting DBC, MAP, VMAP, MMAP will totally revise, or even if they still exist after apparently because the customer will dirrectement fitted contribution to server.

    After Wow.exe file will be directly with the launcher battle.net and authentication will be completely different from the way that we have currently.

    After it is not there, we are at the beginning of development mop.

    i was not talking about mop, i just asked what do you think about that news and a personal question.. I'm not the kind of person that come here and say "can we start develop wod??11'? " XD i know we are at the beginning of mop

  4. hello! I have a problem with scripting a boss (i'm not going to ask to do the code for me, but why it doesn't work)

    i used CreatureAI and then i changed into BossAI since i tested archavon and it works, i looked at the code and the difference that i saw is that my old boss had CreatureAI, archavon has BossAI

    #include "ScriptMgr.h"
    #include "ObjectMgr.h"
    #include "ScriptedCreature.h"
    #include "ScriptedGossip.h"
    #include "Player.h"
    #include "Vehicle.h"
    
    
    enum Spells
    {
    	SPELL_PESTATERRA = 106807,
    	SPELL_INSCIMMIATO = 106651,
    	SPELL_ESPLOSIONE_BARILI = 107351,
    	SPELL_BATTLE_SHOUT = 6673
    };
    
    class boss_uggaugga : public CreatureScript
    {
    public : 
    	boss_uggaugga() :CreatureScript("boss_uggaugga") {}
    
    	CreatureAI* GetAI(Creature* creature) const
    	{
    		return new boss_uggauggaAI(creature);
    	}
    
    	struct boss_uggauggaAI : public BossAI
    	{
    		boss_uggauggaAI(Creature* creature) : BossAI(creature, 56637) { } //chiamato solo una volta
    
    		//qua i timer
    		uint32 timer_inscimmiato = 0;
    		uint32 timer_pestaterra = 0;
    		uint32 timer_barili = 0;
    		uint32 timer_shout = 0;
    		uint32 counter = 0;
    		//qua i timer
    
    		void Reset() OVERRIDE
    		{
    			timer_pestaterra = 10000;
    			timer_shout = 300000;
    		}
    
    		void EnterCombat(Unit* who) //chiamato solo 1 volta quando inizia il fight
    		{
    			//fallo parlare
    		}
    
    		void EnterEvadeMode() OVERRIDE
    		{
    		
    		}
    
    		void ReceiveEmote(Player* /*player*/, uint32 uiTextEmote) OVERRIDE
    		{
    		
    		}
    
    
    
    		void UpdateAI(uint32 uiDiff) OVERRIDE
    		{
    
    			if (!me->GetVictim()) { 
    				if (timer_shout <= uiDiff)
    				{
    					DoCast(me, SPELL_BATTLE_SHOUT, true);
    					timer_shout = 300000;
    				}
    				else
    					timer_shout -= uiDiff;
    			} //fuori combat
    
    			
    			if (!UpdateVictim())
    				return;
    			
    			//ora il codice del fight
    			if (((me->GetHealth() / me->GetMaxHealth())*100 <= 90 && counter == 0) || ((me->GetHealth() / me->GetMaxHealth())*100 <= 60 && counter == 1)|| ((me->GetHealth() / me->GetMaxHealth())*100 <= 30 && counter == 2))
    			{
    				DoCast(me, SPELL_INSCIMMIATO, true);
    				//dopo la spell il boss summona barili.. creare la classe del barile per comandarlo
    				Creature* barile = DoSpawnCreature(56682, 100, 0, 0, me->GetOrientation(), TEMPSUMMON_CORPSE_DESPAWN, 0);
    				counter++;
    			}
    
    			if (timer_pestaterra <= uiDiff)
    			{
    				DoCastVictim(SPELL_PESTATERRA, true);
    				
    				timer_pestaterra = urand(6000, 12000);
    			}
    			else timer_pestaterra -= uiDiff;
    
    			DoMeleeAttackIfReady();
    		}
    	};
    };
    
    class barile : public CreatureScript
    {
    public:
    	barile() :CreatureScript("barile") {}
    
    	CreatureAI* GetAI(Creature* creature) const
    	{
    		return new barileAI(creature);
    	}
    
    	struct barileAI : public BossAI
    	{
    		barileAI(Creature* creature) : BossAI(creature, 56682) { }
    
    		// qua i timer
    
    		void Reset() OVERRIDE
    		{
    			me->GetMotionMaster()->MovePoint(100, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ());
    
    
    		}
    
    		void MovementInform(uint32 type, uint32 id)
    		{
    			if (id != 100)
    				return;
    
    			float x = 0, y = 0;
    			//GetPositionWithDistInOrientation(me, 5.0f, me->GetOrientation(), x, y);
    			
    
    			me->GetMotionMaster()->MovePoint(100, x, y, me->GetPositionZ());
    		}
    
    		bool CheckIfAgainstWall()
    		{
    			float x = 0, y = 0;
    			//GetPositionWithDistInOrientation(me, 5.0f, me->GetOrientation(), x, y);
    
    			if (!me->IsWithinLOS(x, y, me->GetPositionZ()))
    				return true;
    
    			return false;
    		}
    
    		bool CheckIfAgainstUnit()
    		{
    			if (me->SelectNearbyTarget(NULL, 1.0f))
    				return true;
    
    			return false;
    		}
    
    		void DoExplode()
    		{
    			if (Vehicle* barrel = me->GetVehicleKit())
    				barrel->RemoveAllPassengers();
    
    			me->Kill(me);
    			me->CastSpell(me, SPELL_ESPLOSIONE_BARILI, true);
    		}
    
    		void EnterCombat(Unit* who) //chiamato solo 1 volta quando inizia il fight
    		{
    			//fallo parlare
    		}
    
    		void EnterEvadeMode() OVERRIDE
    		{
    
    		}
    
    		void ReceiveEmote(Player* /*player*/, uint32 uiTextEmote) OVERRIDE
    		{
    
    		}
    
    		void UpdateAI(uint32 uiDiff) OVERRIDE
    		{
    			if (CheckIfAgainstWall() || CheckIfAgainstUnit())
    			DoExplode();	
    
    		}
    	};
    };
    
    void AddSC_boss_uggaugga()
    {
    	new boss_uggaugga();
    	new barile();
    }
    
  5. Hello i was trying to connect to a linux debian server using a tool that will work on the database.

    It is a porting tool, you select expansion etc.. and it will generate the query

    i am using atm this: using Mysql.Data.MysqlClient

     

    How can i connect to that server via ssh and then connect to the database?

  6. Well i followed the guide to get the ptr client, as you can see i copied a character

     

    N3Lph5m.png

     

     

    And here it says: ACTIVATED

     

    IDSzhnJ.png

     

    I saw another person with Trial Account that could access to the PTR so i think is not that the problem... in the client download page the PTR client link doesn't appear

  7. Fabi has the full MoP database too, not only the sniffer and parser (that he is not sharing), he said to me (about the full db on ac-web), but he is not giving it to you..

     

    From my point, you won't be redoing same reversing work on 542.. well, so you will stay without do nothing 'til 547?

  8. There is still a 5.4.1 branch, if no1 would work in the 5.4.2 content, they could continue their work on 5.4.1 , but this didn't happened.

    "everyone stopped working after you switched to 542, the decision that we wont go for 542 was made before we started 541 and we all agreed to it,"

    it's only a bad excuse to my eyes

     

    well.. now i guess that some moderator will block this post... if so.. i let you imagine what kind of people there are here, i mean.. No1 can solve problems by blocking thread.

    By the way, AriDEV did a good job with Rawaho, i think you could continue with them without quarrel...

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