Forums WoW Modding Support Archives WoWModding Support Archives [DiscordArchive] oh, uhhhhh is there like a player per level db table?

[DiscordArchive] oh, uhhhhh is there like a player per level db table?

[DiscordArchive] oh, uhhhhh is there like a player per level db table?

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rektbyfaith
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11-28-2022, 10:25 AM
#11
Archived author: Fiur • Posted: 2022-11-28T10:25:13.468000+00:00
Original source

Parry chance is also based on defense skill
rektbyfaith
11-28-2022, 10:25 AM #11

Archived author: Fiur • Posted: 2022-11-28T10:25:13.468000+00:00
Original source

Parry chance is also based on defense skill

rektbyfaith
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11-28-2022, 10:25 AM
#12
Archived author: Fiur • Posted: 2022-11-28T10:25:41.662000+00:00
Original source

So if you level up it will become reduced until you max out defense again
rektbyfaith
11-28-2022, 10:25 AM #12

Archived author: Fiur • Posted: 2022-11-28T10:25:41.662000+00:00
Original source

So if you level up it will become reduced until you max out defense again

rektbyfaith
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11-28-2022, 01:46 PM
#13
Archived author: robinsch • Posted: 2022-11-28T13:46:56.463000+00:00
Original source

No, weather / rain / snow are particle effects that are drawn on the screen.
rektbyfaith
11-28-2022, 01:46 PM #13

Archived author: robinsch • Posted: 2022-11-28T13:46:56.463000+00:00
Original source

No, weather / rain / snow are particle effects that are drawn on the screen.

rektbyfaith
Administrator
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11-28-2022, 01:48 PM
#14
Archived author: robinsch • Posted: 2022-11-28T13:48:14.416000+00:00
Original source

```cpp
struct MapWeather
{
float Grade_Goal; // 0x0
float Grade_Prev; // 0x4
float Grade_Curr; // 0x8
float Glow_Goal; // 0xc
float Glow_Prev; // 0x10
float Glow_Curr; // 0x14
uint32_t Changing_StartTime; // 0x18
uint32_t Weather_StartTime; // 0x1c
int Changing_WeatherType; // 0x20
char _;
char FromServer; // 0x25
char __[3];
float Default_Goal; // 0x28
float Default_Prev; // 0x2c
float Default_Curr; // 0x30
RBGA Color; // 0x34
char Texture[240]; // 0x38
char ___[20];
uint32_t* Rain;
uint32_t* Snow;
uint32_t* Storm;
};
```
rektbyfaith
11-28-2022, 01:48 PM #14

Archived author: robinsch • Posted: 2022-11-28T13:48:14.416000+00:00
Original source

```cpp
struct MapWeather
{
float Grade_Goal; // 0x0
float Grade_Prev; // 0x4
float Grade_Curr; // 0x8
float Glow_Goal; // 0xc
float Glow_Prev; // 0x10
float Glow_Curr; // 0x14
uint32_t Changing_StartTime; // 0x18
uint32_t Weather_StartTime; // 0x1c
int Changing_WeatherType; // 0x20
char _;
char FromServer; // 0x25
char __[3];
float Default_Goal; // 0x28
float Default_Prev; // 0x2c
float Default_Curr; // 0x30
RBGA Color; // 0x34
char Texture[240]; // 0x38
char ___[20];
uint32_t* Rain;
uint32_t* Snow;
uint32_t* Storm;
};
```

rektbyfaith
Administrator
0
11-28-2022, 01:49 PM
#15
Archived author: robinsch • Posted: 2022-11-28T13:49:15.473000+00:00
Original source

Not sure what Rain / Snow / Storm struct is
rektbyfaith
11-28-2022, 01:49 PM #15

Archived author: robinsch • Posted: 2022-11-28T13:49:15.473000+00:00
Original source

Not sure what Rain / Snow / Storm struct is

rektbyfaith
Administrator
0
11-28-2022, 01:56 PM
#16
Archived author: stoneharry • Posted: 2022-11-28T13:56:19.963000+00:00
Original source

The weather data does effect the light data, I used to hack my zones darker by applying heavy rain at the highest intensity and keep resending the packet periodically so it stayed dark without actually raining... Now I just properly set light data
rektbyfaith
11-28-2022, 01:56 PM #16

Archived author: stoneharry • Posted: 2022-11-28T13:56:19.963000+00:00
Original source

The weather data does effect the light data, I used to hack my zones darker by applying heavy rain at the highest intensity and keep resending the packet periodically so it stayed dark without actually raining... Now I just properly set light data

rektbyfaith
Administrator
0
11-28-2022, 01:58 PM
#17
Archived author: <o> • Posted: 2022-11-28T13:58:32.235000+00:00
Original source

try following the parry calculations in your core, if there is dbc data your core should point you in that direction. 3.3.5 has a lot of tables hardcoded in the server, so it might be something like that as well
rektbyfaith
11-28-2022, 01:58 PM #17

Archived author: <o> • Posted: 2022-11-28T13:58:32.235000+00:00
Original source

try following the parry calculations in your core, if there is dbc data your core should point you in that direction. 3.3.5 has a lot of tables hardcoded in the server, so it might be something like that as well

rektbyfaith
Administrator
0
11-28-2022, 02:15 PM
#18
Archived author: stoneharry • Posted: 2022-11-28T14:15:59.083000+00:00
Original source

Pretty much this, search an existing class in the emulator to see all the hardcoded data. Also in 3.3.5 at least tons of data is hardcoded based on the class masks and family flags
rektbyfaith
11-28-2022, 02:15 PM #18

Archived author: stoneharry • Posted: 2022-11-28T14:15:59.083000+00:00
Original source

Pretty much this, search an existing class in the emulator to see all the hardcoded data. Also in 3.3.5 at least tons of data is hardcoded based on the class masks and family flags

rektbyfaith
Administrator
0
11-28-2022, 02:16 PM
#19
Archived author: Crow • Posted: 2022-11-28T14:16:59.648000+00:00
Original source

ill do you one better, everything in the city has the same sound data now and houses still make it go silent and the hold still has a creepy noise
rektbyfaith
11-28-2022, 02:16 PM #19

Archived author: Crow • Posted: 2022-11-28T14:16:59.648000+00:00
Original source

ill do you one better, everything in the city has the same sound data now and houses still make it go silent and the hold still has a creepy noise

rektbyfaith
Administrator
0
11-28-2022, 02:20 PM
#20
Archived author: stoneharry • Posted: 2022-11-28T14:20:54.990000+00:00
Original source

See my message, I think you corrupted the DBC by using an incorrect order
rektbyfaith
11-28-2022, 02:20 PM #20

Archived author: stoneharry • Posted: 2022-11-28T14:20:54.990000+00:00
Original source

See my message, I think you corrupted the DBC by using an incorrect order

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