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  1. Use this guide on how to install Boost for Windows: CLICK HERE I make this tutorial since the tutorials I've found is outdated and dosen't really work now, so I decided to make a new one that I'll keep updated. 1. Getting the required programs You will need to prepare all the programs before you even thinking of compiling. Here a download link with all the programs. I took some time and made a ZIP file with all the programs required. CLICK HERE TO DOWNLOAD (586.6MB) 2. Getting the source Of course, you need a source of TrinityCore before you can compile it. To get it there is 2 ways,but we are going to focus on the best one. Open up Git Extentions Choose your language, I recommend using English since this tutorial is in english. Close the first window that will pop up, a new one will appear right after At the links at the left side, press "Clone Repository" Fill out the following data: Repository to clone: https://github.com/TrinityCore/TrinityCore.gitDesination: C:\TrinitySubdirectory to create: SourceBranch: 3.3.5Repository Type: Personal Repository Now, hit Clone and let it get the repository for you All done so far. You are now getting the source of TrinityCore's 3.3.5a. Later on I willmake a guide on how to make a 6.1.2 Server. 3. Cmake Now we are going to build the source we just downloaded. Open up Cmake Fill out the following data: Where is the source code: C:\Trinity\SourceWhere to build the binaries: C:\Trinity\Build Press Configure Locate "Visual Studio 12 2013" in the dropdown list Now select eh option "Use Default Native Compilers (default) Press Finish then let it load When it is finished, there is a bunch of check boxes in the field that was emty, add the checkbox "TOOLS" Press "Generate" 4. Compiling the server Now,we can finally compile the server itself. This part will take some time and slow down your PC, VPS, Dedicated Server w/e. So playing games and such while doing this will not work. Ecept maybe Playing PacMan, but what do I know... Open up the build folder located in C:\Trinity\ Open up the file "TrinityCore.sln At the top navbar of Visual Studio 2013, hit "BUILD" and then "Build Sulotion" Now, let it load for a while. Go and shop some food, drink some water, milk w/e because this willlsow down your PC and take time. Once it's done, go to the folder "bin" in the build folder, then "Release" and there is your server! Now what you need to do is get the right databases. There is tutorials around the web on how you get the databases. Credit to Djundead
  2. Step 1 - Downloading truice Firstly, there are two ways you can add items, directly through your database, or using a handy piece of software called truice. This guide will be explaining how to use truice to add an item to your server. Therefore, you'll need to download the software, you can accomplish this step here: http://code.google.com/p/truice/ Step 2- Connecting truice. Now you have truice installed you will need to connect it to your database, open the software and enter your information to connect to your database. Once you've logged in you should see something like this: If we've got this far that's good. Step 3 - Getting to the correct section of truice. You'll need to hit the 'Item' tab on the nav bar within truice. Truice can be used to create tonnes of custom things for your database, however this guide will be focusing on the item creation. Once here, you have the option of completely creating a new item, new entry, display ID etc or recustomising a current item. Now, what's the difference you ask? Firstly, if you create a completely new item using a new entry ID you'll need to have a custom patch to be able to see the display ID correctly or players will see a red ?. If you recustomise an existing item, you won't need to create that. Personally, I recommend finding unused items and customising them to whatever you like, atleast then you won't get any issues and won't need a custom patch! This guide will focus on re-customisation of items. Step 4 - Finding an unused item. Head over to http://wotlk.openwow.com/ and lookup an item. For this guide, I'm going to take 'Crystal Infused Bandage'. Once you've got your item go back into truice and paste the name into the 'Search' tab. Step 5 - Editing your item. Now, double click the search and you'll open a scary looking tab, trust me it's really easy when you're used to what each one does! Now, the majority of the tabs on this page are quite self-explanatory, Required Level, Allowable Race etc and a lot of them have [...] next to them which will explain exactly what you want to change. Step 6 - Hard customize! So now, you can customise basically everything about this item and you'll still have a working display ID (no red question marks). (Read step 3 as to why) See the image below for a little guide on the harder to understand sections. 1- The entry ID is what you type to add the item in-game. .add item _____ 2- The display ID is the little icon shown when you see your item in your bag. 3- The class outlines what type of item it is, consumable / container etc. 4- The quality is green/blue/purple/legendary etc. 5- This is self-explanatory, use the [...] for further detail. 6- This is self-explanatory, use the [...] for further detail. 7- The name of your item. 8- Some items have quotes in yellow at the bottom of them, this is how you make that. 9- This is how many stats your item will display. 10- How many of this item you can successfully stack. 11- If this item is part of a set, you can add it here. 12- How this item binds to you, use the [...] 13- Stats on the item, and how much of each stat (entire table). Final step - Adding your item. Now you've got your new item, head to the script tab and copy everything shown. Then, open your SQL software (I recommend HeidiSQL) and go to your world db. Now, open a new query by clicking the icon highlighted above, and paste all of the script in there. Then run this query by clicking the Blue Triangle. Restart your worldserver, clear your WoW cache, and login. Try entering your item, you've done it!
  3. Hi Everyone!! In this tutorial I will explain how to enable communication between the two factions, it is not very difficult, perhaps there are people who already know how to do it, but for those not here explained. First: Open our worldserver.conf and search the next line: PLAYER INTERACTION Now we see a series of sections that allow us to set the parameters as we want. Which are marked in red they are essential. Second: Enable communication. The next setting lets you enable calendar between the two factions and to be invited to events organized. AllowTwoSide.Interaction.Calendar = 1 This parameter allows both factions can talk on the same chat and read. The default setting is 0 (Disabled), will change to 1 to allow it. AllowTwoSide.Interaction.Channel = 1 This parameter allows members of both factions can invite group, band, etc ... also comes with default 0 (Disabled), we will change to 1. If our server is pvp, to invite a member of the opposing faction, we have to use the command /invite nick AllowTwoSide.Interaction.Group = 1 The next setting allows us to invite a guild members of the opposing faction. The default setting is 0 (Disabled), will change to 1 to allow it. AllowTwoSide.Interaction.Guild = 1 The next setting allows the normal auction, the two factions to put items. Personally I do not activate because the neutral auction goblins would lose its function. This is optional. AllowTwoSide.Interaction.Auction = 0 The next adjustment function allows Trading between the two factions. Default is 0, it is not essential, so is optional. In my case I will enable it. If our server is pvp, to invite a member of the opposing faction, we have to use the command /trade nick AllowTwoSide.Trade = 1 The next setting allows you to display the talents of the player of the opposing faction. TalentsInspecting = 1 Screenshoots And last screen!
  4. Since there is no known guide here on AC-Web on how to install Boost for TrinityCore or any other core, I decided to make one with pictures. Go to this link: http://sourceforge.net/projects/boos...0.zip/download and download Boost. It's a ZIP file from Sourceforge. Create a new folder at the C drive called "local" (without quotes) and inside that folder, make a new folder called "boost_1_57_0" (without quotes) Now, in the ZIP file, there is a folder called "boost_1_57_0". Open that folder and extract the content in the boost folder you created Open up the "Bootstrap.bat" file and a CMD will pup up and run the build of the program. Let it load until it's finished. Now, open up the Start menu, right click "Computer" then go to "Properties". Now at the left at the links, press "Advanced System Settings" and then "Environment Variables". Now press "New..." Now add the following information: Code:Variable Name: BOOST_ROOT Variable Value: C:\local\boost_1_57_0Now, save it. Now, do the same thing again but put this in the fields instead: Code:Variable Name: BOOST_DIR Variable Value: C:\local\boost_1_57_0 Now restart your computer so we can be sure that the changes will take effect. And there we go! Boost is installed! FAQ Q: The bootstrap.bat open and shuts down directly A: Install Visual C++ 2013 Express and Visual Studio 2013 Express. Make sure that the programs you install will be 32bit. If you install 64bitof the software, it won't work. Credits to Djundead
  5. Download HeidiSQL First thing to do when making an Nps is deciding what sort of npc it need to be. Will this npc be used for: 1. Gossip with script attached 2. Vendor that sells items 3. Mob or a Boss that will attack players (have script or not) Now that you have decided what sort of npc you would like to make, open up Heidisql and navigate to the creature_template section of the database. Then click on the data tab so that you can see all the creatures / npcs in the database. Once you have this up click on Show All and then sorting (add column to sort by as entry) this will then sort the creatures into numerical order by thecreatures entry. From here scroll to the bottom of the creature so you can see the last entry in the data base and select it by clicking on it. After selecting the last entry in the database you will need to create a new entry, you do this by clicking on the at the top. This will create a new entry as in the image below. This will be the line that we are going to fill in with your new npc. To enter data into the fields you need to double click on the field. Firstly double click on the field “Entry” this will then allow you to type the next entry id in the sequence (suggested). You can type any other number in here as long as it is NOT the same as one that is already in the creature_template database. Now we shall go through the fields. (Remember to double click on each of the fields to enter data) Entry ID – in here place the entry id that you require for the npc (I suggest you use the number that follows on from the last one in the database) ModelID1 - enter the Display Id that you require the npc to be (you can get the display id for a creature by selecting an npc in game and using .npc info and looking up the display ID) Name - of the npc . Also you can enter the Subname (should you wish). Min level - place the minimum level you want for the npc. Max Level - enter the maximum level for the npc. Should you want your npc to be level 80 then you would enter 80 in both Min and Max Fields. Faction – There are many different faction ids. We will use one of these 1. Faction 35 - Friendly To All – Best for vendors or creatures that are going to have scripts assigned to them 2. Faction 14 – Attackable – Best for mobs and bosses   NPCFlag – There are quite a few flags – These are the ones for the purpose of this tutorial. A full list can be found at: http://collab.kpsn.o...eature_template 1 Gossip 2 Quest 128 Vendor 4096 Repairer Should you want your npc to have a custom script (ie for a teleporter) then you would set this field to 1 Should you wish to have your npc as a vendor you would set the flag to 128 (this would only act as a vendor) Now lets say that you would like your npc to be a vendor that players would also be able to repair their items at, then you would do the following : 128 + 4096 = 4224. So by adding the vendor and the repairer falgs together you have the flag 4224 and by entering this you have a vendor that also allows players to repair. Speed_Walk – Set this to 1 Speed Run – Set to 1 Scale – Normal scale of Npc is 1 Rank – there are 5 different ranks for npcs which are in the table below: 0 Normal rank 1 Elite 2 Rare Elite 3 Boss 4 Rare Min Dmg – Lets say that you want the minimum damage you want the npc to do is 1000 then this is what you would enter in this field. MaxDmg – Lets say that you want the maximum damage you want the npc to do is 3000 then this is what you would enter in this field AttackPower – This is where you need to set the attack power Dmg_Multiplier – Set this to the value that you require, this takes the AttackPower, MinDmg, MaxDmg and multiplies it by the value you set in this field. BaseAttackTime – In this field you need to set the speed that the npc will attack at. Lets say that you enter 2000 in this field then the npc will attack every 2 seconds. RangedAttackTime – This is the same as the BaseAttackTime however this is for spell casters, hunters, thrown, wands. UnitClass – There are a few unit classes. Please see the table below: 1 Warrior 2 Paladin 4 Rogue 8 Mage Unit_Flags - This is normally set to 1 (server controlled) Unit_Flags2 – This is normally set to 2048 Dynamicflags – This is normally set to 8 Family – There are many sorts of family masks that you can set. By using the id from the list below this will set the family type of the npc. Now we need to scroll across to the Type field.  Type – There are a few different types of creature, by setting on of the ids in the list below it will show up what sort of creature it is when you target the npc. Type_flags – Within this field you can set if the creature can be tamable, minable, lootable or is a siege weapon. To do this you will need to set the field to the relevant id from list below. 1 Tamable 256 Herbable 512 Minable 262144 Seige Weapon There are alot more flags – for more flags see http://collab.kpsn.o...eature_template Loot_ID – This is the id that links to the creature_ loot_template table. This link allows the npc to drop loot. PickPocketLoot – This is the id that links to the pickpocketing_loot_template to allow the looting via pick pocket SkinLoot – The id for the link to skinning_loot_template to allow the looting via skinning Now lets scroll across to the AIName field. AIName – there are a few different AINames NullAI - Creature does nothing AggressorAI - Creature attacks when player is in range ReactorAI - Creature attacks only after being aattacked PetAI - Creature is a pet SmartAI - Uses Smart_scripts MovementType – this is the movement type for the npc, see the table below for the different types of movements that the npc can have set 0 This allows no movement 1 This allows the npc to have random movement within the spawned distance 2 This moves the npc via waypoints InhabitType – this is where you can set the npc to either be placed on ground, ground and water, water or flying. Please see the table below: 1 Ground 2 Water 3 Ground and Water 4 Flying HoverHeight – this is the distance that the npc will hover above the ground, this is usually set to 1 Health_Mod – This controls the amount of health that the npc will have at each given level, the more you increase this value the more health the npc will have. Mana_Mod - This controls the amount of mana that the npc will have at each given level, the more you increase this value the more mana the npc will have. Armor_Mod - This controls the amount of armor that the npc will have at each given level, the more you increase this value the more armor the npc will have. QuestItem1-6 – Enter a item id in these fields and when you hover over the creature a tool tip shows what the npc drops. MovementID – this is set for the use of vehicles, pets and mounts mainly RegenHealth – This can be set so that the npc can either regenerate it health or not. Setting this to 0 will not allow the npc to regenerate its health, setting it to 1 will allow the npc to regenerate its health.   Mechanic_Immune_Mask – This make the npc immune to certain types of spells. For a list of these please see: http://collab.kpsn.o...eature_template Flags_Extra – There are a few different ones of these, for a list of these please see: http://collab.kpsn.o...eature_template ScriptName – This is the name of the script that the npc is going to use. For example if you have a custom script for a teleporter that have the name Teleport_Npc then this is what you would enter in this field. VerifiedBuild – This field determines whether a template has been verified from the WDB files. If this is set to 0 then this means that its unverified and not been parsed. If this is set to anything over 1 then that means that this is been verified / parsed with the wdb files You can also set this as a place holder by setting this field to -1. Most common for this field is set to 12340 On you have done this then you need to click on the tick mark at the top of the screen to save the new entry Remember after adding anything new in the database that you will need to restart your server for you to be able to see and use in game Credit goes to DPCoder for this tutorial.
  6. What you need: mydbceditor Credit to Ladrek.
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