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    [Guide][Pics]How to make your own Boss [Includes Lua, Loot, Creating Boss]

    Okay today we start making own boss!
    You need

    -Navicat http://www.navicat.com/download.php?id=1
    -Ascent Database Handler Filebeam Link
    -Working WoW Server

    Install them if you haven't

    Okay, Let's Start!

    1. First open Ascent Database Editor


    Then Click on Proceed.
    Click on World DB Editor
    And then you see some wierd things..
    But they aren't wierd things
    2. Start edit fields like i have explain

    And leave rest to what they are
    Male Display ID: Search for what creature you want your boss to look like..
    And if you got money field on down, you put how much your boss drops gold

    Then click Update/Insert.


    3. If you don't got server up, go to step 4. If you got log onto your char and write .reload creature_names and .reload creature_proto

    4. Start the server and start wow and log onto your char and write .reload creature_names and .reload creature_proto.

    5. Okay now..Do .invis and then .npc spawn <Entry ID, what did you put for your creature> If it works, Gz! If not, tell me what is wrong
    NOTE: You are invisible when you use .invis, so mob won't attack to you and it don't see you.
    Here is my boss:


    6. Now we add some loots to it. Open up (If you didn't close Ascent Database editor, good!) Ascent Database Editor.
    Go to Linker and then to Loot.
    Pick Creature and then put your Npc's entry ID to field where reads NPC ID:
    Then click Edit.
    Then click on Add, It's middle of screen. Now you look the item what you want to put your mob to loot.
    Minimum Count and Maximum Count are how many can drop at one time.
    Chance chance to what is percent chance for drop that item. Then click Add, It's at left of the screen. I added my boss to loot Shard of Azzinoth for example. When you have put the items you want it to drop, click update. Now you have to restart the server.

    7. This LUA guide is copied from D3scene

    PART 1: BASIC START
    Ok, for starters every function will start with this:

    Code:
    Code:
      function UnitName_Event/Function (Unit, Event)
    and end with
    Code:
    Code:
      end
    So for example

    Code:
    Code:
      function test_OnCombat (Unit, Event)
    end
    Easy? It should be!

    PART 2: TEXT/TALKING

    Ok, so you have an npc and you really want it to yell out something when it enters combat or something? Well thats easy! All you have to do is add this to our script:

    Code:
    Code:
      Unit:SendChatMessage (type, language,"some text")
    The type is if the npc will say, yell or whisper the text:
    Code:
    Code:
      say: 11
    yell: 12
    whisper: 13
    The language can be
    Code:
    Code:
      0 = UNIVERSAL <= The most used (all languages)
    1 = ORCISH
    2 = DARNASSIAN
    3 = TAUREN
    6 = DWARVISH
    7 = COMMON
    8 = DEMONIC
    9 = TITAN
    10 = THELASSIAN
    11 = DRAGONIC
    12 = KALIMAG
    13 = GNOMISH
    14 = TROLL
    33 = GUTTERSPEAK
    35 = DRAENEI
    And now just insert the text you want. So now are script should look like this:
    Code:
    Code:
      function test_OnCombat (Unit, Event)
            Unit:SendChatMessage(12, 0, "Die all!")
    end
    Of couse with your own type, language and text.

    PART 3: MAKING THE NPC CAST A SPELL (NOT AN AOE OR BUFF)

    Ok so now you want the fight to get interesting by adding a spell? Easy just add this:

    Code:
    Code:
      Unit:RegisterEvent("nameofthefunction", timeinmiliseconds, howmanytimes)
    The name of the function will be:
    Code:
    Code:
      NpcName_SpellName
    So now we should have something like mine:
    Code:
    Code:
      function Test_OnCombat
            Unit:SendChatMessage (12, 0, "Die all!")
            Unit:RegisterEvent ("Test_ShadowBolt", 10000, 10) 
    end
    Now we need to make another function so go 2 lines down under the end and put this:
    Code:
    Code:
      function NpcName_SpellName (pUnit, Event)
            pUnit:CastSpellOnTarget(spellid, pUnit:GetInfo)
    The get info can be:
    Code:
    Code:
      - GetRandomPlayer(0) = Random Player
    - GetRandomPlayer(1) = Random in Short-Range
    - GetRandomPlayer(2) = Random in Mid-Range
    - GetRandomPlayer(3) = Random in Long-Range
    - GetRandomPlayer(4) = Random with Mana
    - GetRandomPlayer(5) = Random with Rage
    - GetRandomPlayer(6) = Random With Energy
    - GetRandomPlayer(7) = Random NOT Main-Tank
    - GetMainTank()
    - GetClosestPlayer()
    Code:
    Code:
      function Test_OnCombat
            Unit:SendChatMessage (12, 0, "Die all!")
            Unit:RegisterEvent ("Test_ShadowBolt", 10000, 10)
    end

    Code:
     function Test_ShadowBolt (pUnit, Event)
            pUnit:CastSpellOnTarget (11661, pUnit:GetRandomPlayer(0))
    And thats it for spells that aren't AOE or a buff

    PART 3.5: MAKING AN NPC CAST AN AOE OR A BUFF

    Very very simple. Just do what you did in part 3 although when you reach the part which is:
    Code:
    Code:
      function Test_ShadowBolt (pUnit, Event)
            pUnit:FullCastSpellOnTarget (11661, pUnit:GetRandomPlayer(0))
    Just delete the
    Code:
    Code:
    Full and  OnTarget
    and the
    Code:
    Code:
      pUnit:GetRandomPlayer(0)) or whatever you put there
    PART 4: CHECK METHOD

    At first this may seem a bit complex but after a few times you should get it right. Its called the check method. The check method is used to make the npc check its health or mana % every so often and then do something. So lets start by puting this into your script:

    Code:
    Code:
      function NpcName_Check (pUnit, Event)
    Now if you want it to check its health % then put:
    Code:
    Code:
      if pUnit:GetHealthPct()
    or for mana
    Code:
    Code:
      if pUnit:GetManaPct()
    for this I will be using health. So I want it to check to see if the npc's health % is above 50 so I will put this in:
    Code:
    Code:
      < 50 then
    So for me it will now look like this:
    Code:
    Code:
      function Test_Check (pUnit, Event)
            if pUnit:GetHealthPct() < 50 then
    Now lets add a spell and some text. To add a spell or text just put this
    Code:
    Code:
      pUnit:SendChatMessage (type, language,"some text"
    and for a spell just put
    Code:
    Code:
      pUnit:CastSpellOnTarget(spellid, pUnit:GetInfo)
    Just like before.
    Now if you want to have more than one check function than you need the have:
    Code:
    Code:
      NpcName_CheckA
    and for the second would be:
    Code:
    Code:
      NpcName_CeckB
    and so on. Now you need to register it under OnCombat. So go back to your OnCombat function and at the end (before the word end) put:
    Code:
    Code:
      Unit:RegisterEvent("NpcName_Check", timeinmiliseconds, howmanytimes)
    Don't forget to register it again if you have more than one.
    At the moment my script looks like this:

    Code:
    Code:
      function Test_CheckA (pUnit, Event)
            if pUnit:GetHealthPct() < 50 then
               pUnit:SendChatMessage (12, 0, "Stop!")
               pUnit:CastSpellOnTarget (26989, pUnit:GetMainTank())
    end
    
    function Test_CheckB (pUnit, Event)
            if pUnit:GetHealthPct() < 10 then
               pUnit:CastSpell (17928)
    end
    end
    
    function Test_OnCombat
            Unit:SendChatMessage (12, 0, "Die all!")
            Unit:RegisterEvent ("Test_ShadowBolt", 10000, 10)
            Unit:RegisterEvent ("Test_CheckA", 30000, 20)
            Unit:RegisterEvent ("Test_CheckB", 35000, 10)
    end
    
    function Test_ShadowBolt (pUnit, Event)
            pUnit:CastSpellOnTarget (11661, pUnit:GetRandomPlayer(0))
    Now lets move on.

    PART 5: MAKING AN NPC SUMMON ANOTHER NPC

    There are two ways to do this. One is the more simpler way where the npc will summon them to its exact location, and the other which is harder (don't really recommend it) is where you manualy set you the npc's summoning location.

    SIMPLE METHOD:

    Ok, this is the simple method and is mostly used by starters. As explained before, this will summon the creature to the exact location of our npc. Ok so what we have to do is add this to our script (under everything)
    Code:
    Code:
      function NpcName_Summon (pUnit, Event)
             x = pUnit:GetX();
             y = pUnit:GetY();
             z = pUnit:GetZ();
             o = pUnit:GetO();
             pUnit:SpawnCreature (Creatureid, x, y, z, o, factionid, durationInMiliseconds);
    end
    So as usuall the npc name you should know by now. The creature id is the id of the creature you are going to spawn. Now leave:
    Code:
    Code:
      , x, y, z, o,
    as it is because this is the simple method. When you make the creature that you are going to spawn make sure you take down the faction id because it needs to be the same.
    And the duration is kind of self explanitory.
    So mine looks like:
    Code:
    Code:
      function Test_Summon (pUnit, Event)
             x = pUnit:GetX();
             y = pUnit:GetY();
             z = pUnit:GetZ();
             o = pUnit:GetO();
             pUnit:SpawnCreature (1000001, x, y, z, o, 14, 360000);
    end
    Now its time to register it so go back to OnCombat and under your last register just put:
    Code:
    Code:
      Unit:RegisterEvent("NpcName_Summon", timeinmiliseconds, howmanytimes)
    You can summon more than one npc at one time. So now mine script looks like:
    Code:
    Code:
      function Test_CheckA (pUnit, Event)
            if pUnit:GetHealthPct() < 50 then
               pUnit:SendChatMessage (12, 0, "Stop!"
               pUnit:CastSpellOnTarget (26989, pUnit:GetMainTank())
    end
    
    function Test_CheckB (pUnit, Event)
            if pUnit:GetHealthPct() < 10 then
               pUnit:CastSpell (17928)
    end
    end
    
    function Test_OnCombat
            Unit:SendChatMessage (12, 0, "Die all!")
            Unit:RegisterEvent ("Test_ShadowBolt", 10000, 10)
            Unit:RegisterEvent ("Test_CheckA", 30000, 20)
            Unit:RegisterEvent ("Test_CheckB", 35000, 10)
            Unit:RegisterEvent ("Test_Summon", 50000, 6)
    end
    
    function Test_ShadowBolt (pUnit, Event)
            pUnit:CastSpellOnTarget (11661, pUnit:GetRandomPlayer(0))
    end
    
    function Test_Summon (pUnit, Event)
             x = pUnit:GetX();
             y = pUnit:GetY();
             z = pUnit:GetZ();
             o = pUnit:GetO();
             pUnit:SpawnCreature (1000001, x, y, z, o, 14, 360000);
             pUnit:SpawnCreature (1000002, x, y, z, o, 14, 360000);
             pUnit:SpawnCreature (1000003, x, y, z, o, 14, 360000);
    end
    ADVANCED METHOD:

    So you want your npc to summon somthing but not at his/hers/its exact location? Well then you will be needing to use this method. In this method you must go in-game to the location you want your npc to summon your creatures and type .gps . Now you must write down the x, y, z and o numbers. Now open your script and put down this:
    Code:
    Code:
      function NpcName_Summon (pUnit, Event)
             pUnit:SpawnCreature (Creatureid, xid, yid, zid, oid, factionid, durationInMiliseconds);
    So for the x id it would be the number you got when you typed in .gps next to the x. And the y id would be next to y when you typed in gps ect. Once you filled that out just fill in the faction and the duration just like in the simple method. Now you need to register it just like you did inn the simle method. So mine looks like:
    Code:
    Code:
      function Test_SummonB (pUnit, Event)
             pUnit:SpawnCreature (1000004, 331.963989, 109.736969, 9.615998, 0.652178, 14, 360000);
    So now my entire script looks like:
    Code:
    Code:
      function Test_CheckA (pUnit, Event)
            if pUnit:GetHealthPct() < 50 then
               pUnit:SendChatMessage (12, 0, "Stop!"
               pUnit:CastSpellOnTarget (26989, pUnit:GetMainTank())
    end
    
    function Test_CheckB (pUnit, Event)
            if pUnit:GetHealthPct() < 10 then
               pUnit:CastSpell (17928)
    end
    end
    
    function Test_OnCombat
            Unit:SendChatMessage (12, 0, "Die all!")
            Unit:RegisterEvent ("Test_ShadowBolt", 10000, 10)
            Unit:RegisterEvent ("Test_CheckA", 30000, 20)
            Unit:RegisterEvent ("Test_CheckB", 35000, 10)
            Unit:RegisterEvent ("Test_SummonA", 50000, 6)
            Unit:RegisterEvent ("Test_SummonB", 50000, 6)
    end
    
    function Test_ShadowBolt (pUnit, Event)
            pUnit:CastSpellOnTarget (11661, pUnit:GetRandomPlayer(0))
    end
    
    function Test_SummonA (pUnit, Event)
             x = pUnit:GetX();
             y = pUnit:GetY();
             z = pUnit:GetZ();
             o = pUnit:GetO();
             pUnit:SpawnCreature (1000001, x, y, z, o, 14, 360000);
             pUnit:SpawnCreature (1000002, x, y, z, o, 14, 360000);
             pUnit:SpawnCreature (1000003, x, y, z, o, 14, 360000);
    end
    
    function Test_SummonB (pUnit, Event)
             pUnit:SpawnCreature (1000004, 331.963989, 109.736969, 9.615998, 0.652178, 14, 360000);
    And thats all for summoning!

    PART 6: MAKING AN NPC CHANGE ITS SCALE

    This is pretty straight forward. Simply add this to your script:
    Code:
    Code:
      function NpcName_Scale (pUnit, Event)
            pUnit:SetScale (ScaleNumber)
    end
    
    So for me I will put:
      Code:
     function Test_Scale (pUnit, Event)
            pUnit:SetScale (3)
    end
    Now as usual we need to register it under OnCombat, so once again:
    Code:
    Code:
      Unit:RegisterEvent ("NpcName_Scale", timeinmiliseconds, howmanytimes)
    Now my script looks like

    Code:
    Code:
      function Test_CheckA (pUnit, Event)
            if pUnit:GetHealthPct() < 50 then
               pUnit:SendChatMessage (12, 0, "Stop!"
               pUnit:CastSpellOnTarget (26989, pUnit:GetMainTank())
    end
    
    function Test_CheckB (pUnit, Event)
            if pUnit:GetHealthPct() < 10 then
               pUnit:CastSpell (17928)
    end
    end
    
    function Test_OnCombat
            Unit:SendChatMessage (12, 0, "Die all!")
            Unit:RegisterEvent ("Test_ShadowBolt", 10000, 10)
            Unit:RegisterEvent ("Test_CheckA", 30000, 20)
            Unit:RegisterEvent ("Test_CheckB", 35000, 10)
            Unit:RegisterEvent ("Test_SummonA", 50000, 6)
            Unit:RegisterEvent ("Test_SummonB", 50000, 6)
            Unit:RegisterEvent ("Test_SetScale", 30000, 10)
    end
    
    function Test_ShadowBolt (pUnit, Event)
            pUnit:CastSpellOnTarget (11661, pUnit:GetRandomPlayer(0))
    end
    
    function Test_SummonA (pUnit, Event)
             x = pUnit:GetX();
             y = pUnit:GetY();
             z = pUnit:GetZ();
             o = pUnit:GetO();
             pUnit:SpawnCreature (1000001, x, y, z, o, 14, 360000);
             pUnit:SpawnCreature (1000002, x, y, z, o, 14, 360000);
             pUnit:SpawnCreature (1000003, x, y, z, o, 14, 360000);
    end
    
    function Test_SummonB (pUnit, Event)
             pUnit:SpawnCreature (1000004, 331.963989, 109.736969, 9.615998, 0.652178, 14, 360000);
    end
    
    function Test_Scale (pUnit, Event)
            pUnit:SetScale (3)
    end
    Now to move on.

    PART 7: MALING THE NPC CHANGE ITS MODEL

    Another pretty straight forward command. So we are going to add this to our script:
    Code:
       Code:
     function NpcName_Model (pUnit, Event)
            pUnit:SetModel (Displayid)
    end
    Code:
       
    So just to make something clear, the display id is NOT the npc's entry id.  Ok mine looks like this:
      Code:
     function Test_Model (pUnit, Event)
            pUnit:SetModel (31135)
    end
    And yet again its time to register the event. Soooooo go back to OnCombat and put:
    Code:
    Code:
      Unit:RegisterEvent ("NpcName_SetModel", timeinmiliseconds, howmanytimes)
    '
    And once again i will show you what mine looks like:

    Code:
    Code:
    function Test_CheckA (pUnit, Event)
            if pUnit:GetHealthPct() < 50 then
               pUnit:SendChatMessage (12, 0, "Stop!"
               pUnit:CastSpellOnTarget (26989, pUnit:GetMainTank())
    end
    
    function Test_CheckB (pUnit, Event)
            if pUnit:GetHealthPct() < 10 then
               pUnit:CastSpell (17928)
    end
    end
    
    function Test_OnCombat
            Unit:SendChatMessage (12, 0, "Die all!")
            Unit:RegisterEvent ("Test_ShadowBolt", 10000, 10)
            Unit:RegisterEvent ("Test_CheckA", 30000, 20)
            Unit:RegisterEvent ("Test_CheckB", 35000, 10)
            Unit:RegisterEvent ("Test_SummonA", 50000, 6)
            Unit:RegisterEvent ("Test_SummonB", 50000, 6)
            Unit:RegisterEvent ("Test_SetScale", 30000, 10)
            Unit:RegisterEvent ("Test_SetModel", 60000, 3)
    end
    
    function Test_ShadowBolt (pUnit, Event)
            pUnit:CastSpellOnTarget (11661, pUnit:GetRandomPlayer(0))
    end
    
    function Test_SummonA (pUnit, Event)
             x = pUnit:GetX();
             y = pUnit:GetY();
             z = pUnit:GetZ();
             o = pUnit:GetO();
             pUnit:SpawnCreature (1000001, x, y, z, o, 14, 360000);
             pUnit:SpawnCreature (1000002, x, y, z, o, 14, 360000);
             pUnit:SpawnCreature (1000003, x, y, z, o, 14, 360000);
    end
    
    function Test_SummonB (pUnit, Event)
             pUnit:SpawnCreature (1000004, 331.963989, 109.736969, 9.615998, 0.652178, 14, 360000);
    end
    
    function Test_Scale (pUnit, Event)
            pUnit:SetScale (3)
    end
    
    function Test_Model (pUnit, Event)
            pUnit:SetModel (31135)
    end
    NEXT!

    PART 8: ADDING THE REST

    Ok so we are basicly finished with our ENEMY MOB SECTION, NOT THE COMPLETE SECTION OF LUA. So at the bottom of every thing add:
    Code:
    Code:
    function NpcName_OnDied (Unit, Event)
    Unit:RemoveEvents()
    end
    
    function NpcName_OnKilledTarget (Unit, Event)
    end
    
    function NpcName_OnLeaveCombat (Unit, Event)
    Unit:RemoveEvents()
    end
    You can add anything to these by registering them under one of these. Now under that put:
    Code:
    Code:
    RegisterUnitEvent(entryidofthenpc, 1, "NpcName_OnCombat")
    RegisterUnitEvent(entryidofthenpc, 2, "NpcName_OnLeaveCombat")
    RegisterUnitEvent(entryidofthenpc, 3, "NpcName_OnKilledTarget")
    RegisterUnitEvent(entryidofthenpc, 4, "NpcName_OnDied")
    So now we are done with the mob/boss section!! And now my script looks like:

    Code:
    Code:
    function Test_CheckA (pUnit, Event)
            if pUnit:GetHealthPct() < 50 then
               pUnit:SendChatMessage (12, 0, "Stop!"
               pUnit:CastSpellOnTarget (26989, pUnit:GetMainTank())
    end
    
    function Test_CheckB (pUnit, Event)
            if pUnit:GetHealthPct() < 10 then
               pUnit:CastSpell (17928)
    end
    end
    
    function Test_OnCombat
            Unit:SendChatMessage (12, 0, "Die all!")
            Unit:RegisterEvent ("Test_ShadowBolt", 10000, 10)
            Unit:RegisterEvent ("Test_CheckA", 30000, 20)
            Unit:RegisterEvent ("Test_CheckB", 35000, 10)
            Unit:RegisterEvent ("Test_SummonA", 50000, 6)
            Unit:RegisterEvent ("Test_SummonB", 50000, 6)
            Unit:RegisterEvent ("Test_SetScale", 30000, 10)
            Unit:RegisterEvent ("Test_SetModel", 60000, 3)
    end
    
    function Test_ShadowBolt (pUnit, Event)
            pUnit:CastSpellOnTarget (11661, pUnit:GetRandomPlayer(0))
    end
    
    function Test_SummonA (pUnit, Event)
             x = pUnit:GetX();
             y = pUnit:GetY();
             z = pUnit:GetZ();
             o = pUnit:GetO();
             pUnit:SpawnCreature (1000001, x, y, z, o, 14, 360000);
             pUnit:SpawnCreature (1000002, x, y, z, o, 14, 360000);
             pUnit:SpawnCreature (1000003, x, y, z, o, 14, 360000);
    end
    
    function Test_SummonB (pUnit, Event)
             pUnit:SpawnCreature (1000004, 331.963989, 109.736969, 9.615998, 0.652178, 14, 360000);
    end
    
    function Test_Scale (pUnit, Event)
            pUnit:SetScale (3)
    end
    
    function Test_Model (pUnit, Event)
            pUnit:SetModel (31135)
    end
    
    function Test_OnDied (Unit, Event)
    Unit:RemoveEvents()
    end
    
    function Test_OnKilledTarget (Unit, Event)
    end
    
    function Test_OnLeaveCombat(Unit, Event)
    Unit:RemoveEvents()
    end
    
    RegisterUnitEvent(3000000, 1, "Test_OnCombat")
    RegisterUnitEvent(3000000, 2, "Test_OnLeaveCombat")
    RegisterUnitEvent(3000000, 3, "Test_OnKilledTarget")
    RegisterUnitEvent(3000000, 4, "Test_OnDied")
    Don't think thats it though!!! There are still two more parts for friendly npc's!
    Credits go to:
    Navicat
    Ascent Database Editor
    Me
    Skhouri for lua guide He is from D3scene

    [Guide][Pics]How to make your own Boss [Includes Lua, Loot, Creating Boss]
  2. #2
    Ollox's Avatar Member
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    OMFG, this is AWESOME!
    BUT:

    is there any like this in MaNGOS ?
    Lua knowledge [||||||||||]

  3. #3
    Appled's Avatar Contributor
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    I guess no

  4. #4
    Sounddead's Avatar Contributor
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    Mangos doesn't have lua :'(

    I live in a shoe

  5. #5
    Appled's Avatar Contributor
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    And MaNGOS 3.0 version is so fcking buggy anyway

  6. #6
    Ollox's Avatar Member
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    maybe it is, but ascent WONT work on 3.0.2..
    Lua knowledge [||||||||||]

  7. #7
    Appled's Avatar Contributor
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    Not yet but soon

  8. #8
    Ollox's Avatar Member
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    okey, Apple im sorry i spam in this thread but i got only one question left :P whats the display id you used at your boss? :P
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  9. #9
    aznboy's Avatar Active Member
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    Nice guide man. +Repx2 from me

  10. #10
    Appled's Avatar Contributor
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    Ollox: Well i used Attumen the Huntsman Mounted And ascent works on 3.0.2
    Aznboy: Thx

  11. #11
    Moaradin's Avatar Contributor
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    thanks +Rep

  12. #12
    Appled's Avatar Contributor
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    No problem, Nice to help you guys out

  13. #13
    TheNlghtmare's Avatar Member
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    Originally Posted by Apple's_Ascent View Post
    Ollox: Well i used Attumen the Huntsman Mounted And ascent works on 3.0.2
    Aznboy: Thx
    orly? pics =D?
    743N1647M@R3 is omgepic dudes and dudettes!

  14. #14
    Appled's Avatar Contributor
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    There is pic on the guide

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