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  1. #16
    predattak's Avatar Active Member
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    an anyone tell me for what core is this ? or is for all types of cores .. (sry but i'm not 2 good with scripting)
    Homosexuals are gay

    The Ruby Sanctum: Halion
  2. #17
    darkwiz787's Avatar Member
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    It's Lua, so ArcEmu.

  3. #18
    marmars's Avatar Member
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    any1 help? i only dont get the "Fill data for PerformIngameSpawn(type,entry,map,x,y,z,o,facOrScale, duration, 0, 0, 0, pUnit:GetInstanceID()" part.. how the hell i put the fire-wall in the TWIGHLIGHT realm?! any1?!

  4. #19
    kjankoski's Avatar Active Member
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    You need to spawn the firewall in the normal world, then phase it by adding SetPhase(PhaseGet(plr:GetGroupLeader()))
    And what you don't understand about PerformIngameSpawn? I gave a decent description.

  5. #20
    marmars's Avatar Member
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    Thehe bro.. can u write the twighlight one for me? coz i cant do the twighlight one.. i mean coz it spawns in the real normal world.. not in the twighlight realm! (im talking bout the purple fire wall. not the flame one )

    at line 153 u have this
    "PerformIngameSpawn() -- Spawn a firewall in the twillight world --"

    how am i gonna "spawn" the "purple firewall" in the "twighlight realm/zone" with this

    "PerformIngameSpawn(type,entry,map,x,y,z,o,facOrScale, duration, 0, 0, 0, pUnit:GetInstanceID()"

    what type? what facorscale? can u plz write that one for me ? then i think im done with the script DD

  6. #21
    stoneharry's Avatar Moderator Harry


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    It's a unfinished script that's been released, lol.



    If anyone wants my very basic version (I just made it very quickly) you can get the script here:

    Code:
    --[[
    
    INSTRUCTIONS:
    
    Create object: ID 259272; type 0; display 9624; name: Shadow Circle
    ^
    pUnit:SpawnGameObject(259272, 3158.877, 536.4, 72.89, 6.27, 0, 1)
    
    Create object: ID 259273; type 0; display 9485; name Fire wall.
    ^
    pUnit:SpawnGameObject(262973, 3057.2, 527, 89.16, 6.136089, 0, 1) -- Id, x, y, z, o, duration, scale[, phase, save]
    
    Create object: ID 259271; type 0; display 9482; name Fire Circle.
    ^
    pUnit:SpawnGameObject(259271, 3158.877, 536.4, 72.889694, 6.27, 0, 1.5)
    pUnit:GetGameObjectNearestCoords(3158.877, 536.4, 72.889694, 259271):Despawn(100,0)
    
    Create creature: ID 40029; displayid 11686; name Meteor Strike; faction 35; no respawn time; scale 1.
    ^
    Meteor Strike
    
    TO DO:
    
    - Fires from Meteor Strike
    - Making the combustion dispellable or whatever when you reach wall (is this even possible with current game mechanics?)
    - Shadow orbs channel 74768 as they revolve around the room, but I can't get this to deal damage properly so not added (it either wipes everyone instantly or does nothing).
    
    ]]
    
    
    function HELION_OnCombat(pUnit, Event)
        pUnit:SendChatMessage(14, 0, "Your world teeters on the brink of annihilation. You will ALL bear witness to the coming of a new age of DESTRUCTION!")
        pUnit:PlaySoundToSet(17500)
        pUnit:CastSpell(78243) -- He has a buff but it doesn't show for some reason -- passive
        pUnit:RegisterEvent("HELION_Spawn_Fire_Circle", 3000, 1)
        pUnit:RegisterEvent("HELION_Cleave", 7000, 0) -- Not sure on correct timer
        pUnit:RegisterEvent("HELION_Tail_Swipe", 11000, 0) -- Not sure on correct timer
        pUnit:RegisterEvent("HELION_Flame_Breath", 15000, 0) -- Not sure on correct timer
        pUnit:RegisterEvent("HELION_Fiery_Combustion", 20000, 0) -- Not sure on correct timer, we want this high since players can't get it removed :/
        pUnit:RegisterEvent("HELION_Meteor_Strike", 17500, 0) -- Not sure on correct timer
        pUnit:RegisterEvent("HELION_Phase_Two", 2500, 0)
    end
    
    function HELION_Spawn_Fire_Circle(pUnit, Event)
        pUnit:SpawnGameObject(259271, 3158.877, 536.4, 72.89, 6.27, 0, 1) -- fire circle -- spawning at scale 1073741824 for some retarded reason
        pUnit:GetGameObjectNearestCoords(3158.877, 536.4, 72.889694, 259271):SetScale(1.5) -- Fixes the scale issue ;D
    end
    
    function HELION_Cleave(pUnit, Event)
        for _, v in pairs(pUnit:GetInRangePlayers()) do
            if (v:IsInFront(pUnit) == true) then
                if (v:IsDead() == false) then
                    pUnit:FullCastSpellOnTarget(74524, v)
                end
            end
        end
    end
    
    function HELION_Tail_Swipe(pUnit, Event)
        for _, v in pairs(pUnit:GetInRangePlayers()) do
            if (v:IsInFront(pUnit) == false) then
                if (v:IsDead() == false) then
                    pUnit:FullCastSpellOnTarget(74531, v)
                end
            end
        end
    end
    
    function HELION_Flame_Breath(pUnit, Event)
        pUnit:FullCastSpell(74525)
    end
    
    function HELION_Fiery_Combustion(pUnit, Event)
        pUnit:FullCastSpellOnTarget(74562, pUnit:GetRandomPlayer(0))
    end
    
    function HELION_Meteor_Strike(pUnit, Event)
        pUnit:SendChatMessage(14,0,"The heavens burn!")
        pUnit:PlaySoundToSet(17505)
        local plr = pUnit:GetRandomPlayer(0)
        pUnit:SpawnCreature(40029, plr:GetX(), plr:GetY(), plr:GetZ(), plr:GetO(), 35, 0)
        --pUnit:CastSpellAoF(plr:GetX(), plr:GetY(), plr:GetZ(), 75877)
    end
    
    function HELION_Phase_Two(pUnit, Event)
        if pUnit:GetHealthPct() < 76 then
        pUnit:RemoveEvents()
        pUnit:SendChatMessage(14,0,"You will find only suffering within the realm of twilight! Enter if you dare!")
        pUnit:PlaySoundToSet(17507)
        pUnit:SpawnGameObject(259272, 3158.877, 536.4, 72.89, 6.27, 0, 1) -- shadow circle -- spawning at scale 1073741824 for some retarded reason
        pUnit:GetGameObjectNearestCoords(3158.877, 536.4, 72.889694, 259272):SetScale(1.5) -- Fixes the scale issue ;D
        pUnit:GetGameObjectNearestCoords(3158.877, 536.4, 72.889694, 259272):SetPhase(32) -- Phases it correctly
        pUnit:CastSpell(74807) -- Phase
        pUnit:CastSpell(75484) -- Aura
        SetDBCSpellVar(74807, "c_is_flags", 0x01000) -- Set it to a debuff
        local PlayersAllAround = pUnit:GetInRangePlayers()
        for a, plrs in pairs(PlayersAllAround) do
            plrs:CastSpell(74807) -- Phase
        end
        pUnit:RegisterEvent("HELION_Cleave", 7000, 0) -- Not sure on correct timer
        pUnit:RegisterEvent("HELION_Tail_Swipe", 11000, 0) -- Not sure on correct timer
        pUnit:RegisterEvent("HELION_Shadow_Breath", 15000, 0) -- Not sure on correct timer
        pUnit:RegisterEvent("HELION_Shadowy_Combustion", 20000, 0) -- Not sure on correct timer, we want this high since players can't get it removed :/
        pUnit:RegisterEvent("HELION_Phase_Three", 2500, 0)
        end
    end
    
    function HELION_Shadow_Breath(pUnit, Event)
        pUnit:FullCastSpell(74806)
    end
    
    function HELION_Shadowy_Combustion(pUnit, Event)
        pUnit:FullCastSpellOnTarget(74792, pUnit:GetRandomPlayer(0))
    end
    
    function HELION_Phase_Three(pUnit, Event)
        if pUnit:GetHealthPct() < 51 then
        pUnit:RemoveEvents()
        pUnit:SendChatMessage(14,0,"I am the light and the darkness! Cower, mortals, before the herald of Deathwing!")
        pUnit:PlaySoundToSet(17508)
        pUnit:FullCastSpell(75063) -- Visual and exist in both realms
        pUnit:SpawnCreature(29218, 3187.42, 535.4, 73, 0, 35, 360000) -- Shadow realm portal
        pUnit:RegisterEvent("HELION_Phase_Delay_Three", 2500, 1)
        end
    end
    
    function HELION_Phase_Delay_Three(pUnit, Event)
        pUnit:RemoveAura(74807) -- Phase
        pUnit:RemoveAura(75484) -- Aura
        pUnit:SpawnCreature(40142, pUnit:GetX(), pUnit:GetY(), pUnit:GetZ(), pUnit:GetO(), 21, 0)
        pUnit:GetRandomPlayer(0):RemoveAura(74807)
        pUnit:GetRandomPlayer(0):RemoveAura(74807)
        pUnit:GetRandomPlayer(0):RemoveAura(74807) -- For lack of a better way to handle the combat system
        pUnit:GetRandomPlayer(0):RemoveAura(74807)
        pUnit:GetRandomPlayer(0):RemoveAura(74807)
        pUnit:RegisterEvent("HELION_Cleave", 7000, 0) -- Not sure on correct timer
        pUnit:RegisterEvent("HELION_Tail_Swipe", 11000, 0) -- Not sure on correct timer
        pUnit:RegisterEvent("HELION_Flame_Breath", 15000, 0) -- Not sure on correct timer
        pUnit:RegisterEvent("HELION_Fiery_Combustion", 20000, 0) -- Not sure on correct timer, we want this high since players can't get it removed :/
        pUnit:RegisterEvent("HELION_Meteor_Strike", 17500, 0) -- Not sure on correct timer
    end
    
    function HELION_OnKill(pUnit, Event)
        if math.random(1,2) == 1 then
        pUnit:PlaySoundToSet(17501)
        pUnit:SendChatMessage(14,0,"Another hero falls!")
        else
        pUnit:PlaySoundToSet(17502)
        end
    end
    
    function HELION_OnLeave(pUnit, Event)
        pUnit:RemoveEvents()
        pUnit:RemoveAura(78243) -- Aura
        pUnit:RemoveAura(74807) -- Phase
        pUnit:RemoveAura(75484) -- Aura
        pUnit:GetGameObjectNearestCoords(3158.877, 536.4, 72.889694, 259272):Despawn(100,0) -- Remove shadow circle
        pUnit:GetGameObjectNearestCoords(3158.877, 536.4, 72.889694, 259271):Despawn(100,0) -- Remove fire circle
    end
    
    function HELION_OnDead(pUnit, Event)
        pUnit:RemoveEvents()
        pUnit:RemoveAura(78243) -- Aura
        pUnit:RemoveAura(74807) -- Phase
        pUnit:RemoveAura(75484) -- Aura
        pUnit:GetGameObjectNearestCoords(3158.877, 536.4, 72.889694, 259272):Despawn(100,0) -- Remove shadow circle
        pUnit:GetGameObjectNearestCoords(3158.877, 536.4, 72.889694, 259271):Despawn(100,0) -- Remove fire circle
        pUnit:SendChatMessage(14,0,"Relish this victory, mortals, for it will be your last! This world will burn with the master's return!")
        pUnit:PlaySoundToSet(17503)
    end
    
    RegisterUnitEvent(39863, 1, "HELION_OnCombat")
    RegisterUnitEvent(39863, 2, "HELION_OnLeave")
    RegisterUnitEvent(39863, 3, "HELION_OnKill")
    RegisterUnitEvent(39863, 4, "HELION_OnDead")
    
    -- Meteor Strike
    
    function METEOR_STRIKE_ADD(pUnit, Event)
        pUnit:RegisterEvent("METEOR_STRIKE_ADD_DELAY", 750, 1)
    end
    
    function METEOR_STRIKE_ADD_DELAY(pUnit, Event)
        pUnit:Root()
        pUnit:CastSpell(32475) -- Not the correct spell but exactly the same visual and effects
        pUnit:RegisterEvent("METEOR_STRIKE_HELLFIRE_VISUAL", 1000, 4)
        pUnit:RegisterEvent("METEOR_STRIKE_IMPACT", 5000, 1)
    end
    
    function METEOR_STRIKE_HELLFIRE_VISUAL(pUnit, Event)
        pUnit:CastSpell(32475) -- Not the correct spell but exactly the same visual and effects
    end
    
    function METEOR_STRIKE_IMPACT(pUnit, Event)
        pUnit:SetFaction(21) -- Hostile so damage is dealt
        pUnit:FullCastSpell(75877) -- Impact
        pUnit:Despawn(2000, 0)
    end
    
    RegisterUnitEvent(40029, 18, "METEOR_STRIKE_ADD")
    
    --
    
    -- Helion 2, the shadow phased one
    
    function HELION_TWO_OnCombat(pUnit, Event)
        pUnit:SetHealth(pUnit:GetMaxHealth()/2) -- Appropiate
        pUnit:RegisterEvent("HELION_Cleave", 7000, 0) -- Not sure on correct timer
        pUnit:RegisterEvent("HELION_Tail_Swipe", 11000, 0) -- Not sure on correct timer
        pUnit:RegisterEvent("HELION_Shadow_Breath", 15000, 0) -- Not sure on correct timer
        pUnit:RegisterEvent("HELION_Shadowy_Combustion", 20000, 0) -- Not sure on correct timer, we want this high since players can't get it removed :/
    end
    
    function HELION_TWO_OnSpawn(pUnit, Event)
        pUnit:CastSpell(74807) -- Phase
        pUnit:CastSpell(75484) -- Aura
    end
    
    function HELION_TWO_OnLeave(pUnit, Event)
        pUnit:RemoveEvents()
        pUnit:Despawn(100,0)
    end
    
    RegisterUnitEvent(40142, 1, "HELION_TWO_OnCombat")
    RegisterUnitEvent(40142, 2, "HELION_TWO_OnLeave")
    RegisterUnitEvent(40142, 4, "HELION_TWO_OnLeave")
    RegisterUnitEvent(40142, 18, "HELION_TWO_OnSpawn")
    
    --
    
    function Shadow_Realm_Portal_HELION(pUnit, Event)
        pUnit:RegisterEvent("Check_For_Players_And_Transfer_HELION", 1000, 1)
    end
    
    function Check_For_Players_And_Transfer_HELION(pUnit, Event)
        pUnit:SetPhase(4294967295) -- SHould be them all, and no this isn't a randomly generated number. ^^
        local player = pUnit:GetClosestPlayer()
        if player ~= nil then
            if pUnit:GetDistance(player) < 8 then
                if player:HasAura(74807) == true then
                player:RemoveAura(74807)
                pUnit:RegisterEvent("Check_For_Players_And_Transfer_HELION", 4000, 1)
                else
                player:CastSpell(74807)
                pUnit:RegisterEvent("Check_For_Players_And_Transfer_HELION", 4000, 1)
                end
            else
            pUnit:RegisterEvent("Check_For_Players_And_Transfer_HELION", 1000, 1)
            end
        else
        pUnit:RegisterEvent("Check_For_Players_And_Transfer_HELION", 1000, 1)
        end
    end
    
    RegisterUnitEvent(29218, 18, "Shadow_Realm_Portal_HELION")
    
    --
    (you will have to make the creatures yourself I'm afraid)

  7. #22
    marmars's Avatar Member
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    nvm i ifxed it ^^


    Stoneharry, it would be awsome if u could make a portal and let ppl klik them to the twighlight realm.. also better the 2orbs with no damage then no orbs at all

  8. #23
    kjankoski's Avatar Active Member
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    local shadowfirewall = PerformIngameSpawn(5,firewallentry,mapid,RUBY[id].Halion:GetX(),RUBY[id].Halion:GetY(),RUBY[id].Halion:GetZ(),RUBY[id].Halion:GetO(),100, 0, 0, 0, 0, pUnit:GetInstanceID()"

    Now we need to phase it in a unique phase:
    shadowfirewall:SetPhase(PhaseGet(plr:GetGroupLeader()))


    Also stoneharry,

    function HELION_Tail_Swipe(pUnit, Event)
    for _, v in pairs(pUnit:GetInRangePlayers()) do
    if (v:IsInFront(pUnit) == false) then
    if (v:IsDead() == false) then
    pUnit:FullCastSpellOnTarget(74531, v)
    end
    end
    end
    end

    This will tail swipe anyone who's not in front of him, including the players who're on the side. He should only strike the players who're behind him, so you need to check if v:IsInBack() , or use an iterator to search for all the players who're in the table, and that are behind him.
    Last edited by kjankoski; 07-31-2010 at 05:51 AM.

  9. #24
    stoneharry's Avatar Moderator Harry


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    Originally Posted by kjankoski View Post
    local shadowfirewall = PerformIngameSpawn(5,firewallentry,mapid,RUBY[id].Halion:GetX(),RUBY[id].Halion:GetY(),RUBY[id].Halion:GetZ(),RUBY[id].Halion:GetO(),100, 0, 0, 0, 0, pUnit:GetInstanceID()"

    Now we need to phase it in a unique phase:
    shadowfirewall:SetPhase(PhaseGet(plr:GetGroupLeader()))


    Also stoneharry,

    function HELION_Tail_Swipe(pUnit, Event)
    for _, v in pairs(pUnit:GetInRangePlayers()) do
    if (v:IsInFront(pUnit) == false) then
    if (v:IsDead() == false) then
    pUnit:FullCastSpellOnTarget(74531, v)
    end
    end
    end
    end

    This will tail swipe anyone who's not in front of him, including the players who're on the side. He should only strike the players who're behind him, so you need to check if v:IsInBack() , or use an iterator to search for all the players who're in the table, and that are behind him.
    Code:
            local tbl=pUnit:GetInRangePlayers()
            for k,v in pairs(tbl) do
                if v:IsInBack(pUnit) == true then
                    local behindtargets={}
                    if v:IsInBack(pUnit) == true then
                        table.insert(behindtargets, v)
                        local player=math.random(1, table.getn(behindtargets))
                        pUnit:FullCastSpellOnTarget(15847,behindtargets[player])
                    end
                end
            end
    (note I purposelessly did something wrong for the required tail script with this code snippet, see if you can see what)


    I never finished the script as I clearly stated, I put that together very quickly on the day of release and then never bothered to actually finish or check it.

  10. #25
    kjankoski's Avatar Active Member
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    function Tail(pUnit, Event)
    local plrs = pUnit:GetInRangePlayers()
    for i, v in ipairs(plrs) do
    when v:IsInBack(pUnit) == true then
    pUnit:FullCastSpellOnTarget(spellid, v[i])
    break;
    end
    end
    end

    It should look something like this.

  11. #26
    stoneharry's Avatar Moderator Harry


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    Originally Posted by kjankoski View Post
    function Tail(pUnit, Event)
    local plrs = pUnit:GetInRangePlayers()
    for i, v in ipairs(plrs) do
    when v:IsInBack(pUnit) == true then
    pUnit:FullCastSpellOnTarget(spellid, v[i])
    break;
    end
    end
    end

    It should look something like this.
    There's no need to break, mine works fine, I was asking what is wrong with the concept in terms of that code snippet and the boss. Just confirming that you still can't script.


  12. #27
    kjankoski's Avatar Active Member
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    Yes there's a need for break, because It'd continue iterating the table for unlimited time, which would cause a infinite loop and a memory leak.

    Code:
            local tbl=pUnit:GetInRangePlayers()
            for k,v in pairs(tbl) do
                if v:IsInBack(pUnit) == true then
                        local behindtargets={}
                        table.insert(behindtargets, v)
                        local player = math.random(1, table.getn(behindtargets))
                        pUnit:FullCastSpellOnTarget(15847,behindtargets[player]) 
                    end
                end
            end
    You're casting tailswipe just on 1 random player that's behind the target?

  13. #28
    warfrost's Avatar Private
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    It is sopos he give like 160k damage?

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