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TrinityCore

sun864

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  1. Hello, I'm trying to make "dynamic items" for the version 3.3.5 of TC, I mean that i managed to make items that have like 20% chance to get better stat, the system seems to work perfectly server side, the character equipping the upgraded item will have the stat visual updated (for example seeing 200 stamina instead of 100), the stats are modified, but the problem is that if i get a new item of the same entry, It will have visually the same stats (but it doesn't when equipped, it's only the visual). I'm trying to find out how could I manage not keep in cache the item so two item with the same entry but with one upgraded doesn't have the visual. Thanks for reading!
  2. I deleted my folders build and trinitycore and restarted again from the beginning, still no problem with cmake and i got the exact same problem while compiling, am I not cloning it right? Here is my Cmake output if it can helps : https://pastebin.com/DKvSE5WU
  3. I have already done it like 5 times , it's not possible that the problem comes from my git right? I got an old version (I'm using TortoiseGit 2.1.0.0, git version 2.7.2.windows.1) but I guess it doesn't change anything.
  4. Hi I have some trouble compiling trinitycore 64 bits (i had no problem with an old version using msvc 14 (2015) but i want to have the last version of trinitycore) Here is the error message : https://pastebin.com/Nm0HJsJ1 OS : windows 7 64 bits The C compiler identification is MSVC 19.12.25831.0 The CXX compiler identification is MSVC 19.12.25831.0 MySQL version : 5.5 Boost version : 1.65.1 OpenSSL version : 1.0.2e (3 dec 2015) Cmake version : 3.8.2 All my programs are in 64 bits I followed the instructions step by step but i couldn't figure it out myself how to solve the problem... Thanks
  5. Hello, I would like to add to my scripts a function (that will be called in UpdateAI()), this function would make the npc reset if he didn't hit the player for the last X second (and of course the timer begins when he doesn't move). This function would prevent player to "cheat", like if the player is flying in the air and the npc can't hit the player, the npc would reset. I think I already saw a function that work like this but I couldn't find it, so I was wondering if someone could help me to figure it out. Thanks for your help.
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