[Release] All Races All Classes Patch Trinity 3.3.5a menu

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  1. #16
    Blues Light's Avatar Corporal
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    Originally Posted by Norxus View Post
    Very nice job with this project.

    I just have two questions that also would probably help more people. When I try do import the SQL file, I receive an error of duplicity in some lines (like 10-15 lines of the SQL file).
    Also (and probably that was beacuse of the import error, dunno), some classes don´t start with all the active/passive spells that normally would come with the class in lvl 1.

    For example you can check the Dwarf Hunter and Human Hunter.

    I hope someone can help me fix this out, beacuse I really enjoyed this thing! hehehe

    Thanks for the help and regards to all.

    Edit: Btw and to explain it more... I´m using the lastest TC revision with TDB. All clean, no mods.
    Thanks for alerting me to this. I've been working on other projects and haven't looked at this thread in awhile, but I'll check those errors and get back to you with at least an answer if not an update to the patch that will take care of it as well.

    I appreciate all the feedback, both positive and negative. It really pushes me to create more patches like this.

    [Release] All Races All Classes Patch Trinity 3.3.5a
  2. #17
    Norxus's Avatar Member
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    Sure mate, and I appreciate your help.

    I´ve managed to bypass the problem of importing by modifying "INSERT INTO" to "INSERT IGNORE INTO"

    So with that, if theres any duplicity, it will bypass and wont change... everything went fine.

    But there´s a problem that you might wanna check... some classes doesn´t start with all the spells from the main class (like hunter for example - just check the original dwarf hunter with the modified hunter in the races)

    Here´s the SQL I modified to apply into the World Database.
    ARAC SQL Import FIX [FileBeam Host]


    Regards mate, let me know if you need anything... count on me for future tests!

  3. #18
    Sorcerer's Avatar Member
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    Adding this

    (1, 3, 266, 'Gun Specialization'),
    into playercreateinfo_spell and playercreateinfo_spell_custom will allow Human Hunters to use Guns but it will not give them Skills in Guns.

    the Dwarf Hunters have this for guns 20595 I tried it but would not allow guns for humans

  4. #19
    LilleCarl's Avatar Active Member
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    Originally Posted by Cplusplusnoob View Post
    Thanks for trashing my DB with 8k worth of SQL's, had to redo my DB after adding this -Rep. After I added the SQL's and DBC I had 8000 errors in my world sever and it crashed.
    Im sorry, but do you have any mental disorder? He did not really force you to import his SQL's or even download anything at all, you should to backups before you do anything with your database, or even better schedule backups, you can write a simple bat/bash script depending on your platform. Since i prefer linux i could share a backups script ive written if you would like to, just send me a PM
    Violence doesn't solve shit, but everything else.

  5. #20
    Sorcerer's Avatar Member
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    This will start your Human Hunter with the spells to summon and work with pets from the beginning.

    Code:
    INSERT INTO `playercreateinfo_spell` (`race`, `class`, `Spell`, `Note`) VALUES (1, 3, 883, 'null');
    INSERT INTO `playercreateinfo_spell` (`race`, `class`, `Spell`, `Note`) VALUES (1, 3, 2641, 'null');
    INSERT INTO `playercreateinfo_spell` (`race`, `class`, `Spell`, `Note`) VALUES (1, 3, 1539, 'null');
    INSERT INTO `playercreateinfo_spell` (`race`, `class`, `Spell`, `Note`) VALUES (1, 3, 136, 'null');
    INSERT INTO `playercreateinfo_spell` (`race`, `class`, `Spell`, `Note`) VALUES (1, 3, 982, 'null');
    INSERT INTO `playercreateinfo_spell` (`race`, `class`, `Spell`, `Note`) VALUES (1, 3, 1515, 'null');
    I will be working on making some more updated sql when I got time.

    Not sure if you need to add this to playercreateinfo_spell_custom tables I am testing it now and it seems to work fine.

  6. #21
    Norxus's Avatar Member
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    Originally Posted by Sorcerer View Post
    This will start your Human Hunter with the spells to summon and work with pets from the beginning.

    Code:
    INSERT INTO `playercreateinfo_spell` (`race`, `class`, `Spell`, `Note`) VALUES (1, 3, 883, 'null');
    INSERT INTO `playercreateinfo_spell` (`race`, `class`, `Spell`, `Note`) VALUES (1, 3, 2641, 'null');
    INSERT INTO `playercreateinfo_spell` (`race`, `class`, `Spell`, `Note`) VALUES (1, 3, 1539, 'null');
    INSERT INTO `playercreateinfo_spell` (`race`, `class`, `Spell`, `Note`) VALUES (1, 3, 136, 'null');
    INSERT INTO `playercreateinfo_spell` (`race`, `class`, `Spell`, `Note`) VALUES (1, 3, 982, 'null');
    INSERT INTO `playercreateinfo_spell` (`race`, `class`, `Spell`, `Note`) VALUES (1, 3, 1515, 'null');
    I will be working on making some more updated sql when I got time.

    Not sure if you need to add this to playercreateinfo_spell_custom tables I am testing it now and it seems to work fine.
    Very good Sorcerer, thanks for sharing your updates... I think Blues Light is kinda busy/away but I´m sure he will check your help.

    The patch works with no problems... we just need to recheck the start spells from the classes AND also the start items... the human hunter, for example, doesn´t start with the gun/bow...
    Im doing final exams so I´ve been busy on this week... but I hope on the next week I can help to organize it so we can provide a 100% blizzlike classes for all the races.

    Also, I think the spell_custom is only needed if you want to add any other spell that would not eventually start with the class, like for example: giving Renew to a Paladin (LOL).

    Thanks once again mate.

  7. #22
    Sorcerer's Avatar Member
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    no Problem there is probably a better way to write the sql but it worked for me I got the gun to work for human hunter by adding the ID for it to the playercreateinfo_spell section in the DB but could not get the gun skill to work for human hunter.

    I started work on dumping the playercreateinfo_spell and playercreateinfo_spell_custom tables from a clean trinity DB and adding the new custom stuff to it this way all Data in the DB will be in Order instead of the new data at the bottom of the DB.

    Once I clean it up I will post it.

    Instead of adding it to the table already there the sql will drop that table and rewrite it this will make is so no DB errors happen when adding it.

    ---------- Post added at 06:53 PM ---------- Previous post was at 06:41 PM ----------

    Adding this to the DB will allow you to use Guns from the Beginning

    Code:
    INSERT INTO `playercreateinfo_spell` (`race`, `class`, `Spell`, `Note`) VALUES (1, 3, 266, 'Guns'),
    If you need the custom table this is it

    Code:
    INSERT INTO `playercreateinfo_spell_custom` (`race`, `class`, `Spell`, `Note`) VALUES (1, 3, 266, 'Guns' ,1),


    ---------- Post added at 06:55 PM ---------- Previous post was at 06:53 PM ----------

    If you wanted to use bows you would Just change the 266 to the ID for bows and change where it says guns to bows in the sql

  8. #23
    Norxus's Avatar Member
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    Nice, gonna wait a little for your SQL then... but let me know if you need anything so I can help you search and clarify... I´m not so good with SQL but I try hehe...

    Regards mate...

  9. #24
    Sorcerer's Avatar Member
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    no problem getting my server set backup on my Laptop after I get wow reinstalled on it then I can work on the sql more on it and not have to mess with my desktop server when me and friends are playing lol

    I have the SQL done for the 2 Player Spells Tables Just need to do some Clean up and do some testing on them Then I need to write a new one to update the other tables this patch needs maybe by Monday I can upload them.

  10. #25
    Norxus's Avatar Member
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    I´ve decided to push the sql into a review... I´m checking each "extra" class on each race to see the Racials and Active/Passive Spells.
    Some of them are messed with Perception and Diplomacy (Human Racials) so I´m removing and adding to maintain the class as it should be in a blizzlike way. BUT, I am maintaining the original racials for each race...just adjusting the custom spells from the extra classes

    Btw, I followed your edit sorcerer... setup guns for the humans, it starts now with a gun and it´s working good...
    After I managed to review all races/classes I will post a clean SQL... I hope Blues Light give us a chocolate cake (LOL)

  11. #26
    Blues Light's Avatar Corporal
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    Indeed I will :P
    I really appreciate you guys assisting on this. Real life and other side projects have really pushed this off my plate but I'll happily include your changes as well as some other content I'm working on. I originally intended this to be the first step of a major patch and I've been fleshing out the other aspects.

  12. #27
    Sorcerer's Avatar Member
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    not to go off Topic but does anyone know what to edit in the ChrClasses.dbc to allow Warlocks to wear leather, or would this be in another .dbc

    I am going to work on a custom Patch myself once I can find all the updated Info for each .dbc so I can edit them easier.

  13. #28
    Blues Light's Avatar Corporal
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    That's handled in the database. You'll either need to place it in playercreateinfo_spell (or possibly in playercreateinfo_spell_custom), or add the ability to wear leather to the list of spells taught by a warlock trainer.

  14. #29
    Norxus's Avatar Member
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    All classes have been reviewed for each race
    Please, it´s possible that I forgot to see something or let something pass. So give a good feedback and I will do my best to help you out with the Blues Light Project.

    Those are the extra classes you are able to play with each race


    ALLIANCE
    Human: Hunter; Shaman; Druid.
    Dwarf: Shaman; Mage; Warlock; Druid.
    Night Elf: Paladin; Shaman; Mage; Warlock.
    Gnome: Paladin; Hunter; Priest; Shaman; Druid.
    Draenei: Rogue; Warlock; Druid.


    HORDE

    Orc: Paladin; Mage; Priest; Druid.
    Undead: Paladin; Hunter; Shaman; Druid.
    Tauren: Paladin; Mage; Rogue; Warlock; Priest.
    Troll: Paladin; Warlock; Druid.
    Blood Elf: Warrior; Shaman; Druid.


    What´s have been done?
    - Removed Diplomacy and Perception from the races that aren´t human.
    - Fixed the use of guns with all the hunter classes. (if you want bow instead of guns just ask)
    - Checked all the skills/languages/passive and active spells for all the extra classes on each race.

    - Organized the SQL with all the original tables from TrinityCore Database. (I will also provide another SQL for usage without the original table integration. Maybe this is helpful for those who want try on other emulators?)

    What´s need to be done?
    - Organize the SQL Table Data in order to avoid a messy database. (Sorcerer, can you check that?)
    - Review all the extra classes again to be sure that all is 100% (I´m a Human, so I can fail. I wish I could be a Blood Elf instead, LOL)

    I hope I could contribute and let me know if you need anything. I´ll be glad to help Blues Light with this creative project.

    Credits? Sure.
    All The Main Project - Blues Light
    Review and Fix - Sorcerer and Norxus

    Download Link? Dunno...oh there it is...
    SQL Update 01 (WITHOUT INTEGRATION FOR OTHERS EMULATORS ) - Download Here
    SQL Update 01 (
    TRINITYCORE DATABASE INTEGRATION) - Download Here

    For more security, I´ve decided to setup the download with a password: blueslight

    Have fun!
    Last edited by Norxus; 05-22-2011 at 10:46 AM. Reason: Reviewed all the custom classes. Uploaded the SQL for testings...

  15. #30
    Blues Light's Avatar Corporal
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    I've checked it out and as far as I can tell it's A-ok. Most excellent work pal.
    The only thing I'm slightly leery of is dropping tables, but since you've got all their contents in the SQL update it isn't that big of a deal. I highly doubt Trinity is going to restructure the playercreate databases, but if they are, we can restructure the additions to match.

    I'm probably going to add in a few Blizz-like in Cata but not in Wrath changes, such as starting with the ability to equip all your class's weapons rather than the ones available now.

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