LUA HasSpell command menu

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  1. #1
    Everlast118's Avatar Member
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    LUA HasSpell command

    Is there a LUA command that works like HasAura but for spells?
    Just I need it for an item that I am creating.
    Last edited by Everlast118; 02-20-2009 at 04:24 PM.

    LUA HasSpell command
  2. #2
    Sounddead's Avatar Contributor
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    Look in the lua engine. Unless you didn't compile your server

    I live in a shoe

  3. #3
    Everlast118's Avatar Member
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    I didn't compile it, so I am just using the normal LUA, no LUA++ and no Sun++.
    I would use LUAppArc if I knew how to install it.

  4. #4
    logan12345's Avatar Member
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    Yes

    Yes There is, its called Phont

  5. #5
    Everlast118's Avatar Member
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    Can u please explain how to use it?
    For example
    if(player:HasAura(15007) == true) then

  6. #6
    Sounddead's Avatar Contributor
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    Code:
    /*
     * ArcScript Scripts for Arcemu MMORPG Server
     * Copyright (C) 2008-2009 Arcemu Team
     * Copyright (C) 2007 Moon++ <http://www.moonplusplus.com/>
     *
     * This program is free software: you can redistribute it and/or modify
     * it under the terms of the GNU General Public License as published by
     * the Free Software Foundation, either version 3 of the License, or
     * any later version.
     *
     * This program is distributed in the hope that it will be useful,
     * but WITHOUT ANY WARRANTY; without even the implied warranty of
     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     * GNU General Public License for more details.
     *
     * You should have received a copy of the GNU General Public License
     * along with this program.  If not, see <http://www.gnu.org/licenses/>.
     */
    
    #ifndef __LUAFUNCTIONS_H
    #define __LUAFUNCTIONS_H
    
    /************************************************************************/
    /* SCRIPT FUNCTIONS DECLARATIONS                                        */
    /************************************************************************/
    //////////////////////////////////////////////////////////////////
    ///////////////////UNIT COMMAND LIST//////////////////////////////
    //////////////////////////////////////////////////////////////////
    
    ///////////////////
    ///Gossip Stuff////
    ///////////////////
    int luaItem_GossipCreateMenu(lua_State * L, Item * ptr);
    int luaItem_GossipMenuAddItem(lua_State * L, Item * ptr);
    int luaItem_GossipSendMenu(lua_State * L, Item * ptr);
    int luaItem_GossipComplete(lua_State * L, Item * ptr);
    int luaItem_GossipSendPOI(lua_State * L, Item * ptr);
    int luaUnit_GossipCreateMenu(lua_State * L, Unit * ptr);
    int luaUnit_GossipMenuAddItem(lua_State * L, Unit * ptr);
    int luaUnit_GossipSendMenu(lua_State * L, Unit * ptr);
    int luaUnit_GossipComplete(lua_State * L, Unit * ptr);
    int luaUnit_GossipSendPOI(lua_State * L, Unit * ptr);
    int luaGameObject_GossipCreateMenu(lua_State * L, GameObject * ptr);
    int luaGameObject_GossipMenuAddItem(lua_State * L, GameObject * ptr);
    int luaGameObject_GossipSendMenu(lua_State * L, GameObject * ptr);
    int luaGameObject_GossipComplete(lua_State * L, GameObject * ptr);
    int luaGameObject_GossipSendPOI(lua_State * L, GameObject * ptr);
    ////////////
    //GetStuff//
    ////////////
    
    ;int luaUnit_GetPlayerRace(lua_State * L, Unit * ptr);
    int luaUnit_GetCurrentSpellId(lua_State * L, Unit * ptr);
    int luaUnit_GetStanding(lua_State * L, Unit * ptr);
    int luaUnit_GetMainTank(lua_State * L, Unit * ptr);
    int luaUnit_GetAddTank(lua_State * L, Unit * ptr);
    int luaUnit_GetX(lua_State * L, Unit * ptr);
    int luaUnit_GetY(lua_State * L, Unit * ptr);
    int luaUnit_GetZ(lua_State * L, Unit * ptr);
    int luaUnit_GetO(lua_State * L, Unit * ptr);
    int luaUnit_GetTauntedBy(lua_State * L, Unit * ptr);
    int luaUnit_GetSoulLinkedWith(lua_State * L, Unit * ptr);
    int luaUnit_GetItemCount(lua_State * L, Unit * ptr);
    int luaUnit_GetName(lua_State * L, Unit * ptr);
    int luaUnit_GetHealthPct(lua_State * L, Unit * ptr);
    int luaUnit_GetManaPct(lua_State * L, Unit * ptr);
    int luaUnit_GetInstanceID(lua_State * L, Unit * ptr);
    int luaUnit_GetClosestPlayer(lua_State * L, Unit * ptr);
    int luaUnit_GetRandomPlayer(lua_State * L, Unit * ptr);
    int luaUnit_GetRandomFriend(lua_State * L, Unit * ptr);
    int luaUnit_GetUnitBySqlId(lua_State * L, Unit * ptr);
    int luaUnit_GetPlayerClass(lua_State * L, Unit * ptr);
    int luaUnit_GetHealth(lua_State * L, Unit * ptr);
    int luaUnit_GetMaxHealth(lua_State * L, Unit * ptr);
    int luaUnit_GetCreatureNearestCoords(lua_State * L, Unit * ptr);
    int luaUnit_GetGameObjectNearestCoords(lua_State *L, Unit * ptr);
    int luaUnit_GetDistance(lua_State * L, Unit * ptr);
    int luaUnit_GetGUID(lua_State * L, Unit * ptr);
    int luaUnit_GetZoneId(lua_State *L, Unit * ptr);
    int luaUnit_GetMaxMana(lua_State * L, Unit * ptr);
    int luaUnit_GetMana(lua_State * L, Unit * ptr);
    int luaUnit_GetCurrentSpell(lua_State * L, Unit * ptr);
    int luaUnit_GetSpawnO(lua_State * L, Unit * ptr);
    int luaUnit_GetSpawnZ(lua_State * L, Unit * ptr);
    int luaUnit_GetSpawnY(lua_State * L, Unit * ptr);
    int luaUnit_GetSpawnX(lua_State * L, Unit * ptr);
    int luaUnit_GetInRangePlayersCount(lua_State * L, Unit * ptr);
    int luaUnit_GetUInt32Value(lua_State * L, Unit * ptr);
    int luaUnit_GetUInt64Value(lua_State * L, Unit * ptr);
    int luaUnit_GetFloatValue(lua_State * L, Unit * ptr);
    int luaUnit_GetAIState(lua_State * L, Unit * ptr);
    int luaUnit_GetCurrentSpell(lua_State * L, Unit * ptr);
    int luaUnit_GetInRangeGameObjects(lua_State * L, Unit * ptr);
    int luaUnit_GetInRangePlayers(lua_State * L, Unit * ptr);
    int luaUnit_GetAITargets(lua_State * L, Unit * ptr);
    int luaUnit_GetUnitByGUID(lua_State * L, Unit * ptr);
    int luaUnit_GetInRangeObjectsCount(lua_State * L, Unit * ptr);
    int luaUnit_GetAITargetsCount(lua_State * L, Unit * ptr);
    int luaUnit_GetUnitToFollow(lua_State * L, Unit * ptr);
    int luaUnit_GetNextTarget(lua_State * L, Unit * ptr);
    int luaUnit_GetPetOwner(lua_State * L, Unit * ptr);
    int luaUnit_GetEntry(lua_State * L, Unit * ptr);
    int luaUnit_GetFaction(lua_State * L, Unit *ptr);
    int luaUnit_GetThreatByPtr(lua_State * L, Unit * ptr);
    int luaUnit_GetInRangeFriends(lua_State * L, Unit * ptr);
    int luaUnit_GetPowerType(lua_State * L, Unit * ptr);
    int luaUnit_GetMapId(lua_State * L, Unit * ptr);
    int luaUnit_GetFactionStanding(lua_State * L, Unit * ptr);
    int luaUnit_GetPlayerLevel(lua_State * L, Unit * ptr);
    
    
    ////////////////////////
    //Bools(Is? commands)///
    ////////////////////////
    int luaUnit_IsPlayerAttacking(lua_State * L, Unit * ptr);
    int luaUnit_IsPlayerMoving(lua_State * L, Unit * ptr);
    //int luaUnit_IsPlayerAtWar(lua_State * L, Unit * ptr);
    int luaUnit_IsPlayer(lua_State * L, Unit * ptr);
    int luaUnit_IsCreature(lua_State * L, Unit * ptr);
    int luaUnit_IsInCombat(lua_State * L, Unit * ptr);
    int luaUnit_IsAlive(lua_State * L, Unit * ptr);
    int luaUnit_IsDead(lua_State * L, Unit * ptr);
    int luaUnit_IsInWorld(lua_State * L, Unit * ptr);
    int luaUnit_IsCreatureMoving(lua_State * L, Unit * ptr );
    int luaUnit_IsFlying(lua_State * L, Unit * ptr);
    int luaUnit_IsInFront(lua_State * L, Unit * ptr);
    int luaUnit_IsInBack(lua_State * L, Unit * ptr);
    int luaUnit_IsPacified(lua_State * L, Unit * ptr);
    int luaUnit_IsFeared(lua_State * L, Unit * ptr);
    int luaUnit_IsStunned(lua_State * L, Unit * ptr);
    int luaUnit_HasInRangeObjects(lua_State * L, Unit * ptr);
    int luaUnit_IsInWater(lua_State * L, Unit * ptr);
    //int luaUnit_IsInArc(lua_State * L, Unit * ptr);
    int luaUnit_IsPet(lua_State * L, Unit * ptr);
    int luaUnit_MoveFly(lua_State * L, Unit * ptr);
    int luaUnit_NoRespawn(lua_State * L, Unit * ptr);
    int luaUnit_HasItem(lua_State * L, Unit * ptr);
    int luaUnit_FlyCheat(lua_State * L, Unit * ptr);
    
    //////////////////////
    ///////OTHERS/////////
    //////////////////////
    int luaUnit_AdvanceSkill(lua_State * L, Unit * ptr);
    int luaUnit_AddSkill(lua_State * L, Unit * ptr);
    int luaUnit_RemoveSkill(lua_State * L, Unit * ptr);
    int luaUnit_PlaySpellVisual(lua_State * L, Unit * ptr);
    int luaUnit_RemoveThreatByPtr(lua_State * L, Unit * ptr);
    int luaUnit_EventCastSpell(lua_State * L, Unit * ptr);
    int luaUnit_AttackReaction(lua_State * L, Unit * ptr);
    int luaUnit_DismissPet(lua_State * L, Unit * ptr);
    int luaUnit_HandleEvent(lua_State * L, Unit * ptr);
    int luaUnit_SetMoveRunFlag(lua_State * L, Unit * ptr);
    int luaUnit_SendChatMessage(lua_State * L, Unit * ptr);
    int luaUnit_MoveTo(lua_State * L, Unit * ptr);
    int luaUnit_SetMovementType(lua_State * L, Unit * ptr);
    int luaUnit_CastSpell(lua_State * L, Unit * ptr);
    int luaUnit_CastSpellOnTarget(lua_State * L, Unit * ptr);
    int luaUnit_FullCastSpell(lua_State * L, Unit * ptr);
    int luaUnit_FullCastSpellOnTarget(lua_State * L, Unit * ptr);
    int luaUnit_SpawnGameObject(lua_State * L, Unit * ptr);
    int luaUnit_SpawnCreature(lua_State * L, Unit * ptr);
    int luaUnit_RegisterEvent(lua_State * L, Unit * ptr);
    int luaUnit_RemoveEvents(lua_State * L, Unit * ptr);
    int luaUnit_SendBroadcastMessage(lua_State * L, Unit * ptr);
    int luaUnit_SendAreaTriggerMessage(lua_State * L, Unit * ptr);
    int luaUnit_KnockBack(lua_State * L, Unit * ptr);
    int luaUnit_MarkQuestObjectiveAsComplete(lua_State * L, Unit * ptr);
    int luaUnit_LearnSpell(lua_State * L, Unit* ptr);
    int luaUnit_UnlearnSpell(lua_State * L, Unit * ptr);
    int luaUnit_HasFinishedQuest(lua_State * L, Unit * ptr);
    int luaUnit_ClearThreatList(lua_State * L, Unit * ptr);
    int luaUnit_ChangeTarget(lua_State * L, Unit * ptr);
    int luaUnit_Emote(lua_State * L, Unit * ptr);
    int luaUnit_Despawn(lua_State * L, Unit * ptr);
    int luaUnit_PlaySoundToSet(lua_State * L, Unit * ptr);
    int luaUnit_RemoveAura(lua_State * L, Unit * ptr);
    int luaUnit_StopMovement(lua_State * L, Unit * ptr);
    int luaUnit_AddItem(lua_State * L, Unit * ptr);
    int luaUnit_RemoveItem(lua_State * L, Unit * ptr);
    int luaUnit_CreateCustomWaypointMap(lua_State * L, Unit * ptr);
    int luaUnit_CreateWaypoint(lua_State * L, Unit * ptr);
    int luaUnit_DestroyCustomWaypointMap(lua_State * L, Unit * ptr);
    int luaUnit_MoveToWaypoint(lua_State * L, Unit * ptr);
    int luaUnit_TeleportUnit(lua_State * L, Unit * ptr);
    int luaUnit_ClearHateList(lua_State * L, Unit * ptr);
    int luaUnit_WipeHateList(lua_State * L, Unit * ptr);
    int luaUnit_WipeTargetList(lua_State * L, Unit * ptr);
    int luaUnit_WipeCurrentTarget(lua_State * L, Unit * ptr);
    int luaUnit_CastSpellAoF(lua_State * L, Unit * ptr);
    int luaUnit_RemoveAllAuras(lua_State *L, Unit * ptr);
    int luaUnit_StopChannel(lua_State * L, Unit * ptr);
    int luaUnit_ChannelSpell(lua_State * L, Unit * ptr);
    int luaUnit_ReturnToSpawnPoint(lua_State * L, Unit * ptr);
    int luaUnit_HasAura(lua_State * L, Unit * ptr);
    int luaUnit_Land(lua_State * L, Unit * ptr);
    int luaUnit_CancelSpell(lua_State * L, Unit * ptr);
    int luaUnit_Root(lua_State * L, Unit * ptr);
    int luaUnit_Unroot(lua_State * L, Unit * ptr);
    int luaUnit_CalcDistance(lua_State * L, Unit * ptr);
    int luaUnit_ModUInt32Value(lua_State * L, Unit * ptr);
    int luaUnit_ModFloatValue(lua_State * L, Unit * ptr);
    int luaUnit_SendData(lua_State * L, Unit * ptr);
    int luaUnit_InitPacket(lua_State * L, Unit * ptr);
    int luaUnit_AddDataToPacket(lua_State * L, Unit * ptr);
    int luaUnit_AddGuidDataToPacket(lua_State * L, Unit * ptr);
    int luaUnit_AdvanceQuestObjective(lua_State * L, Unit * ptr);
    int luaUnit_Heal(lua_State * L, Unit * ptr);
    int luaUnit_Energize(lua_State * L, Unit * ptr);
    int luaUnit_SendChatMessageAlternateEntry(lua_State * L, Unit * ptr);
    int luaUnit_SendChatMessageToPlayer(lua_State * L, Unit * ptr);
    int luaUnit_Strike(lua_State * L, Unit * ptr);
    int luaUnit_Kill(lua_State * L, Unit * ptr);
    int luaUnit_DealDamage(lua_State * L, Unit * ptr);
    int luaUnit_CreateGuardian(lua_State * L, Unit * ptr);
    int luaUnit_CalcToDistance(lua_State * L, Unit * ptr);
    int luaUnit_CalcAngle(lua_State * L, Unit * ptr);
    int luaUnit_CalcRadAngle(lua_State * L, Unit * ptr);
    int luaUnit_IsInvisible(lua_State * L, Unit * ptr);
    int luaUnit_IsInvincible(lua_State * L, Unit * ptr);
    int luaUnit_ResurrectPlayer(lua_State * L, Unit * ptr);
    int luaUnit_KickPlayer(lua_State * L, Unit * ptr);
    int luaUnit_CanCallForHelp(lua_State * L, Unit * ptr);
    int luaUnit_CallForHelpHp(lua_State * L, Unit * ptr);
    int luaUnit_RemoveFromWorld(lua_State * L, Unit * ptr);
    int luaUnit_SpellNonMeleeDamageLog(lua_State * L, Unit * ptr);
    int luaUnit_ModThreat(lua_State * L, Unit * ptr);
    int luaUnit_AddAssistTargets(lua_State * L, Unit * ptr);
    int luaUnit_RemoveAurasByMechanic(lua_State * L, Unit * ptr);
    int luaUnit_RemoveAurasType(lua_State * L, Unit * ptr);
    //int luaUnit_AddAuraVisual(lua_State * L, Unit * ptr);
    
    
    /////////////////////
    //////SetStuff///////
    /////////////////////
    
    int luaUnit_SetPlayerStanding(lua_State * L, Unit * ptr);
    int luaUnit_SetPlayerLevel(lua_State * L, Unit * ptr);
    int luaUnit_SetPlayerAtWar(lua_State * L, Unit * ptr);
    int luaUnit_SetCreatureName(lua_State * L, Unit * ptr);
    int luaUnit_SetDeathState(lua_State * L, Unit * ptr);
    int luaUnit_SetPowerType(lua_State * L, Unit * ptr);
    int luaUnit_SetAttackTimer(lua_State * L, Unit * ptr);
    int luaUnit_SetMana(lua_State * L, Unit * ptr);
    int luaUnit_SetMaxMana(lua_State * L, Unit * ptr);
    int luaUnit_SetHealth(lua_State * L, Unit * ptr);
    int luaUnit_SetMaxHealth(lua_State * L, Unit * ptr);
    int luaUnit_SetFlying(lua_State * L, Unit * ptr);
    int luaUnit_SetCombatCapable(lua_State * L, Unit * ptr);
    int luaUnit_SetCombatMeleeCapable(lua_State * L, Unit * ptr);
    int luaUnit_SetCombatRangedCapable(lua_State * L, Unit * ptr);
    int luaUnit_SetCombatSpellCapable(lua_State * L, Unit * ptr);
    int luaUnit_SetCombatTargetingCapable(lua_State * L, Unit * ptr);
    int luaUnit_SetNPCFlags(lua_State * L, Unit * ptr);
    int luaUnit_SetModel(lua_State * L, Unit * ptr);
    int luaUnit_SetScale(lua_State * L, Unit * ptr);
    int luaUnit_SetFaction(lua_State * L, Unit * ptr);
    int luaUnit_SetStandState(lua_State * L, Unit * ptr);
    int luaUnit_SetTauntedBy(lua_State * L, Unit * ptr);
    int luaUnit_SetSoulLinkedWith(lua_State * L, Unit * ptr);
    int luaUnit_SetInFront(lua_State * L, Unit * ptr);
    int luaUnit_SetHealthPct(lua_State * L, Unit * ptr);
    int luaUnit_SetOutOfCombatRange(lua_State * L, Unit * ptr);
    int luaUnit_ModifyRunSpeed(lua_State * L, Unit * ptr);
    int luaUnit_ModifyWalkSpeed(lua_State * L, Unit * ptr);
    int luaUnit_ModifyFlySpeed(lua_State * L, Unit * ptr);
    int luaUnit_SetRotation(lua_State * L, Unit * ptr);
    int luaUnit_SetOrientation(lua_State * L, Unit * ptr);
    int luaUnit_SetUInt32Value(lua_State * L, Unit * ptr);
    int luaUnit_SetUInt64Value(lua_State * L, Unit * ptr);
    int luaUnit_SetFloatValue(lua_State * L, Unit * ptr);
    int luaUnit_SetUnitToFollow(lua_State * L, Unit * ptr);
    int luaUnit_SetNextTarget(lua_State * L, Unit * ptr);
    int luaUnit_SetPetOwner(lua_State * L, Unit * ptr);
    int luaUnit_SetFacing(lua_State * L, Unit * ptr);
    
    ////////////////////////////////////////////////////////////
    /////////////////END UNIT COMMAND LIST//////////////////////
    ////////////////////////////////////////////////////////////
    
    ///////////////////////////////////////////////////////////
    /////////////////////GAMEOBJECT COMMAND LIST///////////////
    ///////////////////////////////////////////////////////////
    
    //////////////////
    /////GET STUFF////
    //////////////////
    int luaGameObject_GetName(lua_State * L, GameObject * ptr);
    int luaGameObject_GetMapId(lua_State * L, GameObject * ptr);
    int luaGameObject_GetCreatureNearestCoords(lua_State * L, GameObject * ptr);
    int luaGameObject_GetGameObjectNearestCoords(lua_State *L, GameObject * ptr);
    //int luaGameObject_GetAreaID(lua_State * L, GameObject * ptr);
    int luaGameObject_GetClosestPlayer(lua_State * L, GameObject * ptr);
    int luaGameObject_GetZoneId(lua_State *L, GameObject * ptr);
    int luaGameObject_GetItemCount(lua_State * L, GameObject * ptr);
    int luaGameObject_GetSpawnX(lua_State * L, GameObject * ptr);
    int luaGameObject_GetSpawnY(lua_State * L, GameObject * ptr);
    int luaGameObject_GetSpawnZ(lua_State * L, GameObject * ptr);
    int luaGameObject_GetSpawnO(lua_State * L, GameObject * ptr);
    int luaGameObject_GetInRangePlayersCount(lua_State * L, GameObject * ptr);
    int luaGameObject_GetEntry(lua_State * L, GameObject * ptr);
    int luaGameObject_GetX(lua_State * L, GameObject * ptr);
    int luaGameObject_GetY(lua_State * L, GameObject * ptr);
    int luaGameObject_GetZ(lua_State * L, GameObject * ptr);
    int luaGameObject_GetO(lua_State * L, GameObject * ptr);
    int luaGameObject_GetInRangePlayers(lua_State * L, GameObject * ptr);
    int luaGameObject_GetInRangeGameObjects(lua_State * L, GameObject * ptr);
    int luaGameObject_GetInstanceID(lua_State * L, GameObject * ptr);
    int luaGameObject_GetUInt64Value(lua_State * L, GameObject * ptr);
    int luaGameObject_GetUInt32Value(lua_State * L, GameObject * ptr);
    int luaGameObject_GetFloatValue(lua_State * L, GameObject * ptr);
    int luaGameObject_GetGUID(lua_State * L, GameObject* ptr);
    
    //////////////////
    //////END/////////
    /////////////////
    
    int luaGameObject_Teleport(lua_State * L, GameObject * ptr);
    int luaGameObject_AddItem(lua_State * L, GameObject * ptr);
    int luaGameObject_Despawn(lua_State * L, GameObject * ptr);
    int luaGameObject_IsInWorld(lua_State * L, GameObject * ptr);
    int luaGameObject_IsInBack(lua_State * L, GameObject * ptr);
    int luaGameObject_IsInFront(lua_State * L, GameObject * ptr);
    int luaGameObject_PlaySoundToSet(lua_State * L, GameObject * ptr);
    int luaGameObject_SpawnCreature(lua_State * L, GameObject * ptr);
    int luaGameObject_SpawnGameObject(lua_State * L, GameObject * ptr);
    int luaGameObject_CalcDistance(lua_State * L, GameObject * ptr);
    int luaGameObject_SetOrientation(lua_State * L, GameObject * ptr);
    int luaGameObject_RemoveFromWorld(lua_State * L, GameObject * ptr);
    int luaGameObject_CalcRadAngle(lua_State * L, GameObject * ptr);
    int luaGameObject_SetUInt32Value(lua_State * L, GameObject * ptr);
    int luaGameObject_SetUInt64Value(lua_State * L, GameObject * ptr);
    int luaGameObject_SetFloatValue(lua_State * L, GameObject * ptr);
    int luaGameObject_ModUInt32Value(lua_State * L, GameObject * ptr);
    int luaGameObject_CastSpell(lua_State * L, GameObject * ptr);
    int luaGameObject_FullCastSpell(lua_State * L, GameObject * ptr);
    int luaGameObject_CastSpellOnTarget(lua_State * L, GameObject * ptr);
    int luaGameObject_FullCastSpellOnTarget(lua_State * L, GameObject * ptr);
    //int luaGameObject_EventCastSpell(lua_State * L, GameObject * ptr);
    
    /*
    int luaGameObject_GossipObjectCreateMenu(lua_State * L, GameObject * ptr);
    int luaGameObject_GossipObjectMenuAddItem(lua_State * L, GameObject * ptr);
    int luaGameObject_GossipObjectSendMenu(lua_State * L, GameObject * ptr);
    int luaGameObject_GossipObjectComplete(lua_State * L, GameObject * ptr);
    int luaGameObject_GossipObjectSendPOI(lua_State * L, GameObject * ptr);
    int luaGameObject_ModUInt32Value(lua_State * L, GameObject * ptr);
    int luaGameObject_ModFloatValue(lua_State * L, GameObject * ptr);
    int luaGameObject_GetFloatValue(lua_State * L, GameObject * ptr);
    int luaGameObject_InitPacket(lua_State * L, GameObject * ptr);
    int luaGameObject_AddDataToPacket(lua_State * L, GameObject * ptr);
    int luaGameObject_AddGuidDataToPacket(lua_State * L, GameObject * ptr);
    int luaGameObject_SendData(lua_State * L, GameObject * ptr);
    */
    
    //////////////////////////////////////////////////
    ////////////////END GAMEOBJECT COMMAND LIST//////////////////
    //////////////////////////////////////////////////
    
    
    #endif

    There

    I live in a shoe

  7. #7
    Everlast118's Avatar Member
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    So I take that as a no.

  8. #8
    Sounddead's Avatar Contributor
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    Well if you looked, and it wasn't there, then no.

    I live in a shoe

  9. #9
    Everlast118's Avatar Member
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    I looked. But it seems strange that there is a HasAura and a HasItem command but no HasSpell.
    But thank you for that help. +Rep for you.

  10. #10
    Sounddead's Avatar Contributor
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    What are you trying to do? Maybe there is an alternative

    I live in a shoe

  11. #11
    Everlast118's Avatar Member
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    I want an item to teach a spell and then delete itself, I know I can do this, BUT if someone screws up then they lose the item and don't get the spell.
    For example, I want Spell A and I already have Spell B, but I accidentally click Spell B and it deletes itself and I don't get the spell or the item.

  12. #12
    Sounddead's Avatar Contributor
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    Do you know any basic C++? It could be done quite easily in C++.

    I live in a shoe

  13. #13
    Everlast118's Avatar Member
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    Sadly, I don't know C++.
    I know how to edit some of the code so that I can use it. But not able to code it myself.

  14. #14
    Sounddead's Avatar Contributor
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    Ah, that sucks. Well if you learn how to compile and learn to compile a DLL, you'll get realy far. After that I might be able to whip something up for you.

    I live in a shoe

  15. #15
    Everlast118's Avatar Member
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    Compiling I know how to do, but thats about it.
    Ive got an editor from when the server was set up for me as a sandbox. But the other person did it all while I was away so I missed most of it.
    But I did watch him compile the server, so I know that much.

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