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  1. #1021
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    Thank you Unleashed same to you




    › See More: [Release] TRM's Cthulhu Ftagn Dual-Database MaNGOS Repack (3.3.5.12340) - 32 & 64-bit



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  3. #1022
    The Beautiful Abomination
    CthulhuFtagn's Avatar
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    Cool

    Quote Originally Posted by Unleashed View Post
    Hey CT quick question/request. With these changes to the db recently, all malls, etc dont work anymore. I saw your post in the other forum where you made a T10 vendor. Any chance you have a new template for this? I dont need the items, etc, I will manually add all that myself, was just wondering if you had a raw sql template for creating the vendor with all the recent changes? If not, no biggie I will put one together and modify it based off your old tier 10 project. Many thanks in advance for your time and hope you and yours have a happy holiday, you to Grandpa J!
    Champion Unleashed
    <Template Vendor>

    Code:
    .npc add 55000
    Code:
    REPLACE INTO `creature_template` (`entry`, `difficulty_entry_1`, `difficulty_entry_2`, `difficulty_entry_3`, `KillCredit1`, `KillCredit2`, `modelid_1`, `modelid_2`, `modelid_3`, `modelid_4`, `name`, `subname`, `IconName`, `gossip_menu_id`, `minlevel`, `maxlevel`, `minhealth`, `maxhealth`, `minmana`, `maxmana`, `armor`, `faction_A`, `faction_H`, `npcflag`, `speed_walk`, `speed_run`, `scale`, `rank`, `mindmg`, `maxdmg`, `dmgschool`, `attackpower`, `dmg_multiplier`, `baseattacktime`, `rangeattacktime`, `unit_class`, `unit_flags`, `dynamicflags`, `family`, `trainer_type`, `trainer_spell`, `trainer_class`, `trainer_race`, `minrangedmg`, `maxrangedmg`, `rangedattackpower`, `type`, `type_flags`, `lootid`, `pickpocketloot`, `skinloot`, `resistance1`, `resistance2`, `resistance3`, `resistance4`, `resistance5`, `resistance6`, `spell1`, `spell2`, `spell3`, `spell4`, `PetSpellDataId`, `mingold`, `maxgold`, `AIName`, `MovementType`, `InhabitType`, `unk16`, `unk17`, `RacialLeader`, `questItem1`, `questItem2`, `questItem3`, `questItem4`, `questItem5`, `questItem6`, `movementId`, `RegenHealth`, `equipment_id`, `vendor_id`, `mechanic_immune_mask`, `flags_extra`, `ScriptName`) VALUES (55000, 0, 0, 0, 0, 0, 29856, 0, 0, 0, 'Champion Unleashed', 'Template Vendor', '', 0, 80, 80, 12600, 12600, 3994, 3994, 9633, 35, 35, 128, 1, 1.14286, 1, 0, 391, 585, 0, 146, 1.1, 2000, 2000, 2, 33282, 0, 0, 0, 0, 0, 0, 313, 468, 117, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, '', 0, 3, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1969, 0, 0, 2, '');
    This template is a neutral NPC, you can change his modelid_1 number for a different display if you'd like. Once you summon him, you can click on him and then type:
    Code:
    .npc additem ID
    example: If want to add [Wrathful Gladiator's Quickblade] I would click on him and then type
    Code:
    .npc additem 51447
    or, if you know how to do it in the DB you can do it manually.

    (There's also the Quice way)

    Code:
    INSERT INTO `npc_vendor` (`entry`, `item`, `maxcount`, `incrtime`, `ExtendedCost`) VALUES 
    (55000, 51447, 0, 0, 0);
    You can increment the 55000 to 55001 to create another vendor, etc... and then just change display id, name, etc.


    If you want a particular display ID for a creature, humanoid, etc, just ask and I'll get it for ya.
    Last edited by CthulhuFtagn; 22-11-10 at 07:12 PM.

  4. #1023
    Grunt

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    Thank you very much. I will put this to use here in a bit, after the holidays, and work settles down a bit (If that ever happens lol) Thank you again for taking the time out for the above.

  5. #1024
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    Quote Originally Posted by CthulhuFtagn View Post
    Inject this into scriptdev2 db instead.
    Code:
    UPDATE sd2_db_version SET version='TRM CU 0084a ScriptDev2 1886 for MaNGOS 10768';
    I saw the error, it should have been sd2_db_version instead of just version...
    Friend sorry to ask this but like i said before i donīt know how to do this...can you explain me how can i inject this on the scriptdev2...? sorry
    Thanks

  6. #1025
    The Beautiful Abomination
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    You can always just copy & paste it into a text file which you can name update.sql and then use it like you would any normal update.

  7. #1026
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    Thank you so much friend
    Big Hug

  8. #1027
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    Silly question but I think I have everything set to how it's supposed to be for a pvp type server, this is in Mangosd.conf :
    Code:
    AllowTwoSide.Accounts = 1
    AllowTwoSide.Interaction.Chat = 0
    AllowTwoSide.Interaction.Channel = 0
    AllowTwoSide.Interaction.Group = 0
    AllowTwoSide.Interaction.Guild = 0
    AllowTwoSide.Interaction.Auction = 0
    AllowTwoSide.Interaction.Mail = 0
    AllowTwoSide.WhoList = 0
    AllowTwoSide.AddFriend = 0
    TalentsInspecting = 1
    You can't group but you can see both sides on who list as well as tells.
    Is it because I set twoside accounts to true?

  9. #1028
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    Just posting to say thanks for the awesome Repack. Truly one of the best I have encountered. Cheers.

  10. #1029
    The Beautiful Abomination
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    Cool 85

    Quote Originally Posted by Jenrick View Post
    Silly question but I think I have everything set to how it's supposed to be for a pvp type server, this is in Mangosd.conf :
    Code:
    AllowTwoSide.Accounts = 1
    AllowTwoSide.Interaction.Chat = 0
    AllowTwoSide.Interaction.Channel = 0
    AllowTwoSide.Interaction.Group = 0
    AllowTwoSide.Interaction.Guild = 0
    AllowTwoSide.Interaction.Auction = 0
    AllowTwoSide.Interaction.Mail = 0
    AllowTwoSide.WhoList = 0
    AllowTwoSide.AddFriend = 0
    TalentsInspecting = 1
    You can't group but you can see both sides on who list as well as tells.
    Is it because I set twoside accounts to true?

    Look under the Game Master Settings portion, if your toon is a GM they'll be able to see both sides.
    Code:
    ###################################################################################################################
    # GAME MASTER SETTINGS
    #
    #    GM.LoginState
    #        GM mode at login
    #        Default: 2 (last save state)
    #                 0 (disable)
    #                 1 (enable)
    #
    #    GM.Visible
    #        GM visibility at login
    #        Default: 2 (last save state)
    #                 0 (invisible)
    #                 1 (visible)
    #
    #    GM.AcceptTickets
    #        Is GM accepting tickets from player by default or not.
    #        Default: 2 (last save state)
    #                 0 (disable)
    #                 1 (enable)
    #
    #    GM.Chat
    #        GM chat mode at login
    #        Default: 2 (last save state)
    #                 0 (disable)
    #                 1 (enable)
    #
    #    GM.WhisperingTo
    #        Is GM accepting whispers from player by default or not.
    #        Default: 2 (last save state)
    #                 0 (disable)
    #                 1 (enable)
    #
    #    GM.InGMList.Level
    #        Max GM level showed in GM list (if visible) in non-GM state (.gm off)
    #                 0 (none)
    #                 1 (only moderators)
    #                 2 (only gamemasters)
    #        Default: 3 (anyone)
    #
    #    GM.InWhoList.Level
    #        Max GM level showed in who list (if visible).
    #                 0 (only players)
    #                 1 (only moderators)
    #                 2 (only gamemasters)
    #        Default: 3 (anyone)
    #
    #    GM.LogTrade
    #        Include GM trade and trade slot enchanting operations in GM log if it enable
    #        Default: 1 (include)
    #                 0 (not include)
    #
    #    GM.StartLevel
    #        GM starting level (1-100)
    #        Default: 1
    #
    #    GM.LowerSecurity
    #        Disallow a lower security member to interact with a higher one using commands
    #        Default: 0 (disable)
    #                 1 (enable)
    #
    #    GM.AllowAchievementGain
    #        If enabled it allows gaining achievements for GM characters
    #        Default: 1 (enable)
    #                 0 (disable)
    #
    ###################################################################################################################
    
    GM.LoginState            = 2
    GM.Visible               = 2
    GM.AcceptTickets         = 2
    GM.Chat                  = 2
    GM.WhisperingTo          = 2
    GM.InGMList.Level        = 3
    GM.InWhoList.Level       = 3
    GM.LogTrade              = 1
    GM.StartLevel            = 1
    GM.LowerSecurity         = 0
    GM.AllowAchievementGain  = 1
    Update Available
    Code:
    MaNGOS updated to 10781
    Use BattleGround(AV)TeamIndex enum types in AV battleground code. 
    Fixed warning in ReputationMgr::SetReputation. 
    Allow ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL to proc on special attacks too. 
    Make AI call OwnerKilledUnit() more proper. 
    Fixed invisibility detection for new invisibility types. 
    Explictly include Threading.h into CliRunnable.h 
    Not mark `reputation_spillover_template` empty state as error.
    Use separate vars to indicate whether reputation needs to be sent or needs to be saved. 
    Implement more generic reputation spillover.
    Fixed crash at empty build list in realm string. 
    Fixed build for different PostgreSQL version at diff platforms. 
    Explictly include Threading.h into WorldRunnable.h 
    Fixed auction items filering by quality. 
    Fixed trainer flags uses for pet trainers. 
    ScriptDev2 updated to 1890
    Add support for quest 11093.
    Add support for quest 12138 and 12198.
    Add dummy aura effect of spell 47799.
    Making one quest become not so bloody imp-ossible, using new AI call OwnerKilledUnit.
    Add new class ScriptedPetAI that can be used with certain pet types. 
    YTDB updated to 354 (574_FIX_10779)
    All fixes from forum.
    Fix spawn.
    Quest scripts.
    Mob's gossip menus.
    CU_0085.zip (12.49 MB)

    Last edited by CthulhuFtagn; 24-11-10 at 11:23 AM. Reason: TRM CU 0085 YTDB 354 Acid 39 MaNGOS 10781 ScriptDev2 1890

  11. #1030
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    @ CT;

    Update 85 executed successfully, no errors , server booted up and runnning great keep up your awesome work bud

    for info in the sentinel hill area mobs are unattackable unless you use magic then when they die they go back to their spawning start area
    Last edited by GrandpaJohn; 24-11-10 at 03:40 PM.

 

 
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