Spells in MANGOS 1.12.1. menu

User Tag List

Page 1 of 2 12 LastLast
Results 1 to 15 of 24
  1. #1
    Evever's Avatar Member
    Reputation
    1
    Join Date
    Apr 2012
    Posts
    21
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Spells in MANGOS 1.12.1.

    Server is going create things are awesome, item editors are working, scaling is working, things are looking great... however... Ouch on some things...

    So, a few questions;

    1. How do you change/modify spells? I know they will need a Patch file which is fine, I can get to that.

    2. How do you change/modify scripts? I come from Everquest Emulator development and have had plenty of experience coding and even hosting my own server there, their spells and scripts were insanely easily, I haven't found whereto change boss scripts, or spells though here, which has been quite depressing...

    Thank you for all you guys do, you're amazing. <3

    Spells in MANGOS 1.12.1.
  2. #2
    Evever's Avatar Member
    Reputation
    1
    Join Date
    Apr 2012
    Posts
    21
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Bueller? Anyone?

  3. #3
    stoneharry's Avatar Moderator Harry

    Authenticator enabled
    Reputation
    1613
    Join Date
    Sep 2007
    Posts
    4,554
    Thanks G/R
    150/146
    Trade Feedback
    0 (0%)
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    On spell editing, I made a spell editor for patch 3.3.5a. I know this isn't the version you are emulating, but the same principles apply. The README describes the process: GitHub - stoneharry/Spell-Editor-GUI-V2: A Spell Editor for WoW version 3.3.5a 12340.

    You can modify the spell.dbc manually with a DBC editor, it's just very confusing when you don't have a GUI resolving all the references and values!

    On your second point, all the scripts for spells and often dungeons/raids etc will be done in the emulator. You will need to modify this in C++ and compile the emulator. WoW is a large complicated beast with amateur developers trying to emulate it. The code is far from perfect and there is a real lack of documentation. Classes have API's you can hook onto to drive scripts, but a lot of this you would just need to figure out by studying the code.

  4. #4
    Evever's Avatar Member
    Reputation
    1
    Join Date
    Apr 2012
    Posts
    21
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Thanks mate, I'll see what I can figure out, I'll look into the 3.3.5 editor and see if I can't modify spells, my main problem is, I'm trying to create a 5 man server (much like RetroWoW) that I can multibox on, because multiboxing 40 on other servers is a strain on my computer at the moment, so trying to modify how much damage the mobs do with spells and maybe even get rid of a couple spells without getting rid of ALL of them, (which is where the script question was coming in). =)

  5. #5
    stoneharry's Avatar Moderator Harry

    Authenticator enabled
    Reputation
    1613
    Join Date
    Sep 2007
    Posts
    4,554
    Thanks G/R
    150/146
    Trade Feedback
    0 (0%)
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Evever View Post
    Thanks mate, I'll see what I can figure out, I'll look into the 3.3.5 editor and see if I can't modify spells, my main problem is, I'm trying to create a 5 man server (much like RetroWoW) that I can multibox on, because multiboxing 40 on other servers is a strain on my computer at the moment, so trying to modify how much damage the mobs do with spells and maybe even get rid of a couple spells without getting rid of ALL of them, (which is where the script question was coming in). =)
    Maybe it would be easier to modify player damage and health rather than trying to change every other mobs AI in the game? There are a lot of buffs already in game that give +300% stats etc.

  6. #6
    Evever's Avatar Member
    Reputation
    1
    Join Date
    Apr 2012
    Posts
    21
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by stoneharry View Post
    Maybe it would be easier to modify player damage and health rather than trying to change every other mobs AI in the game? There are a lot of buffs already in game that give +300% stats etc.
    You know... That might be a better way to do it, is there like a 300% healing buff increase? I was looking through gear and what not and I was pondering if there was better... what's the word, effects I guess, best I found was like, +58 to healing, I had thought INT increased healing but after changing INT on an item to 100 from 10 it didn't increase my healing... Made me kinda sad. xD

  7. #7
    Evever's Avatar Member
    Reputation
    1
    Join Date
    Apr 2012
    Posts
    21
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    A little explanation of what I'm trying to accomplish;

    A server where you can five man all instances, but there's some difficulty, like in MC, you can't walk through it with your pre-bis gear, you can do it, but it's gonna be a struggle, but if you're say... Naxx gear you can probably just faceroll through it. I was going to accomplish this by beefing up items (change Stam/Int/Spirit/Spell damage/Healing) on items, through searches and other stuff I found that you can put different effects on gear to increase what they do, but when I went into Spell.dbc with an editor, I couldn't find where, for instance, spell damage was increased by 23, I saw lots of other random numbers close to 23, but nothing that specifically said 23, or I would have changed that on a hunch...

  8. #8
    stoneharry's Avatar Moderator Harry

    Authenticator enabled
    Reputation
    1613
    Join Date
    Sep 2007
    Posts
    4,554
    Thanks G/R
    150/146
    Trade Feedback
    0 (0%)
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Evever View Post
    A little explanation of what I'm trying to accomplish;

    A server where you can five man all instances, but there's some difficulty, like in MC, you can't walk through it with your pre-bis gear, you can do it, but it's gonna be a struggle, but if you're say... Naxx gear you can probably just faceroll through it. I was going to accomplish this by beefing up items (change Stam/Int/Spirit/Spell damage/Healing) on items, through searches and other stuff I found that you can put different effects on gear to increase what they do, but when I went into Spell.dbc with an editor, I couldn't find where, for instance, spell damage was increased by 23, I saw lots of other random numbers close to 23, but nothing that specifically said 23, or I would have changed that on a hunch...
    If your doing it through items you don't even need to put custom spell effects on the items. Just give the items the bonus stats.

    You can achieve this through MySQL queries. Backup your item table first then try some queries. A very basic example:

    Code:
    UPDATE item_template SET stat_value1 = (stat_value1 * 5) WHERE stat_type1 <> 0;
    Remember to delete your cache folder, restart the server, and restart the client to apply these changes.

    TrinityCore item_template documentation link

  9. #9
    Evever's Avatar Member
    Reputation
    1
    Join Date
    Apr 2012
    Posts
    21
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by stoneharry View Post
    If your doing it through items you don't even need to put custom spell effects on the items. Just give the items the bonus stats.

    You can achieve this through MySQL queries. Backup your item table first then try some queries. A very basic example:

    Code:
    UPDATE item_template SET stat_value1 = (stat_value1 * 5) WHERE stat_type1 <> 0;
    Remember to delete your cache folder, restart the server, and restart the client to apply these changes.

    TrinityCore item_template documentation link
    Will that boost up the bonus damage/healing effects too?

  10. #10
    stoneharry's Avatar Moderator Harry

    Authenticator enabled
    Reputation
    1613
    Join Date
    Sep 2007
    Posts
    4,554
    Thanks G/R
    150/146
    Trade Feedback
    0 (0%)
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Evever View Post
    Will that boost up the bonus damage/healing effects too?
    I believe so. Find a item with +bonus damage, or +healing effect, and see what column causes it to have that effect.

  11. #11
    Evever's Avatar Member
    Reputation
    1
    Join Date
    Apr 2012
    Posts
    21
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by stoneharry View Post
    I believe so. Find a item with +bonus damage, or +healing effect, and see what column causes it to have that effect.
    I know the column, and it pulls it (as a spell effect) from the spells table. That's what the issue was, I had to find the EFFECT in the DB that gave it the healing/damage, and I never found the number that matched to what it actually gave.. =/

  12. #12
    stoneharry's Avatar Moderator Harry

    Authenticator enabled
    Reputation
    1613
    Join Date
    Sep 2007
    Posts
    4,554
    Thanks G/R
    150/146
    Trade Feedback
    0 (0%)
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Evever View Post
    I know the column, and it pulls it (as a spell effect) from the spells table. That's what the issue was, I had to find the EFFECT in the DB that gave it the healing/damage, and I never found the number that matched to what it actually gave.. =/
    Oh, fair enough.

    Hmmm. You could edit it with a DBC editor if you can find the column mappings for your patch or more or less guess them. Any DBC editor should be able to edit the spell.dbc. What's the spell ID? I can take a look at it in 3.3.5a and tell you which columns you would need to modify (you should be able to find these values for your spell ID in a column and change that).

  13. #13
    Evever's Avatar Member
    Reputation
    1
    Join Date
    Apr 2012
    Posts
    21
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by stoneharry View Post
    Oh, fair enough.

    Hmmm. You could edit it with a DBC editor if you can find the column mappings for your patch or more or less guess them. Any DBC editor should be able to edit the spell.dbc. What's the spell ID? I can take a look at it in 3.3.5a and tell you which columns you would need to modify (you should be able to find these values for your spell ID in a column and change that).
    Here's an example; These are Omnicast boots...

    Code:
    11822	4	1	Omnicast Boots	28660	3	0	1	0	0	8	-1	-1	59	54	0	0	0	0	0	0	0	0	1	0	5	9	7	6	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	58	0	0	0	0	0	0	0	0	0     15714	1	0	0	-1	0	-1	0	0	0	0	-1	0	-1	0	0	0	0	-1	0	-1	0	0	0	0	-1	0	-1	0	0	0	0	0	0	0	1		0	0	0	0	0	7	0	0	0	0	40	0	0	0		48	0	0	0	0	0
    The "15714" is where it pulls from the Spell.dbc. (I've tested this by putting 15714 in another a different slot on different gear and the same damage/healing effect applied, the column it's under is 'spellid_1'


    Code:
    15714	3	0	0	0	0	192	0	0	0	0	0	0	0	0	0	0	0	1	0	0	0	0	0	0	101	0	0	0	0	21	0	0	0	0	0	1	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0		-1	-1	0	6	6	0	1	1	0	1	1			0	0	0	0	0	21	21	0	0	0	0	1	1	0	0	0	0	0	0	0	13	135	0	0	0	0	0	0	0	0	0		0	0	0	126	126	0	0	0	0	0	0	0	0	0	1	0	0	Increase Spell Dam 22	0	0	0	0	0	0	0	4128894		0	0	0	0	0	0	0	4128892	Increases damage and healing done by magical spells and effects by up to $s1.	0	0	0	0	0	0	0	4128894		0	0	0	0	0	0	0	4128892	0	0	0	0	0	0	0	0	0	0	-1	1065353216	1065353216	1065353216	0	0
    That's 15714 in Spell.dbc, I see where it says; 'Increases damage and healing done by magical spells and effects by up to $s1 (WHich is the target value of 22), but in that dbc I do not see 22 anywhere, and since 22 would be what it increased it by... -shrug-... I got nothing. It's probably something simple I'm over seeing.

  14. #14
    Evever's Avatar Member
    Reputation
    1
    Join Date
    Apr 2012
    Posts
    21
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    It also seems like field 75/76 is it, because they are both 21, but that's the problem, they're both 21... not 22... Field 82/83 have 1 if them, but -shrug-

  15. #15
    Evever's Avatar Member
    Reputation
    1
    Join Date
    Apr 2012
    Posts
    21
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Another thing - your spell editor calls for a table modification, 1.12 does not have a table of which you can modify for spells...

    DB stuff.JPG

Page 1 of 2 12 LastLast

Similar Threads

  1. wotlk spells in aplha servers
    By imninsomniac in forum World of Warcraft Emulator Servers
    Replies: 0
    Last Post: 05-23-2008, 09:03 AM
  2. Change Spells on Mangos
    By Sirect in forum World of Warcraft Emulator Servers
    Replies: 8
    Last Post: 02-14-2008, 09:59 PM
  3. [Ascent] Flying Carpet Spell in rev2431
    By latruwski in forum World of Warcraft Emulator Servers
    Replies: 1
    Last Post: 12-18-2007, 11:05 AM
  4. [Video]: Edit Items on MaNGOS 1.12.x
    By REDACTEDSEPHI in forum WoW EMU Guides & Tutorials
    Replies: 20
    Last Post: 06-19-2007, 02:18 PM
  5. Behind Horde and Ally Base in 2.0.12
    By Palitard in forum World of Warcraft Exploits
    Replies: 11
    Last Post: 05-19-2007, 06:28 AM
All times are GMT -5. The time now is 04:18 PM. Powered by vBulletin® Version 4.2.3
Copyright © 2024 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search