By JadaDevGreetings everyone, been long time since i released something. In the past few days I was thinking to finish an already "Idea" that i got, which is the 'Armor Creator' as i've seen a lot of items creator around but you need to fill x 40 boxes at least and sometimes it is outdated and could rip your DB.. well i decided to open this project since i got a lot of free time specially this days / months and well i'll not stop here and i'll try to work more on the code and make it better and better and important which is easy to use with few click.
Armor Creator is also made by VB.NET
Information about the Armor Creator:
By using Armor Creator you will be able to create a full set in few minutes. Easy Manage. Not complicated to use. Most of needed columns available. No need to know the ID's or any other information. Item name could be eaisly colored. Random DisplayID finder (Offline). Advanced Online DisplayID finder. Advanced Offline DisplayID finder. Enabling/Disabling Stats. Item Preview. Advanced Mode. Guessing DisplayID(Advanced Mode) ExtendedCost Lookup (Offline) Item Duration Calculator. Full SQL Code Preview. Copying SQL. Generate SQL file with the output query. Directly Database Inserting. Edit Items directly from your database. REPLACE Item Directly to your database. UPDATE Items directly to your database. Database information can be saved and reset. Checking database connection. Every log will be saved so you could later check what you've done. New form SQL. You can now insert / delete / update / replace any use most mysql commands directly using SQL. Search items by name and by entry. Paypal form is updated. Auto Updater. Item.DBC Creator + Patch Steps Creator. Logs Managment. Settings Added. Limitation for values. Credits :
JadaDev : Code DarkSoke : UI Design Tok124 : Online Finder Images Album CLICK HERE
By AramielCheck official source repository for latest features
By RoarlI always disliked how the AuctionHouseBot handled selling and buying items randomly in the recent TrinityCore releases. It used the in-game npc seller price to determine both the sell and buy prices on the AH for the bot resulting in prices being to damn low (generally) or really too high (less often) and sold strange random items sometimes never sold by players.
With this version of the AuctionHouseBot, the sell and buy prices are worked out from an external table in the world database called auction_prices which simply contains item ids and their price in copper. ONLY items belonging to this table can be sold or bought by the bot and their price in the table is used to determine both the sell price and the buy price.
The contents of the auction_prices table has been generated using sampled AH data from several private servers and will be updated from time to time.
General rules :
The chance of an item being bought when the price is higher than the table price is a decaying exponential.
The exponential decays later if no other instance of an item is sold. E.G. If you have a monopoly on [Copper Ore] then the bot knows that the price of [Copper Ore] is a bit higher than usual.
The bot will NEVER buy an item if another instance of that item is sold for less. This is simply more realistic.
An item sold by a player that can be bought from a npc using base money will never be bought by the bot even if it appears in auction_prices, to avoid exploit. They still can be sold by the bot, though.
Of course, a code is never perfect. Should you have any suggestion for the bot behavior, problems to report or improvements to make in the code, feel free to leave a comment.
Move the 6 .cpp files to your \src\server\game\AuctionHouseBot TrinityCore source directory and replace the existing ones Don't forget to commit them if you use git Recompile your core Apply the auction_prices.sql statement to your world database Apply the update.sql statement to your world database, if there is one. [Repeat step 5 only for each future update]
Made this application for people to use as example of how to do safe mysql connection without writting mysql info details into your "featured launcher".
This is simple because the database info is handled in 2 php files on your webserver for example I have:
The client application only reads the result returned by index.php where in my example the link contains parameters such as:
Source included in the DOWNLOAD BUTTON
By AmarothItemSync is tool for keeping your Item.dbc up to date with your server's database. It can also insert items which are n DBC, but are missing in database, into database. This can come in very handy for mass-importing NPC-only items (like glaives for sentinels and so on) into database, so players can use them as well.
For tutorial how to use this tool, compatibility and other useful info, check README in repository.
Barncastle (and people who helped him) - for WDBXLib for DBC/DB2 and code revision&suggestions. Kaev for some small yet very useful tips about WPF. Смердокрыл for DO STUFF(tm) button suggestion.
By AmarothVersion 2.0 is under development at the moment. Repo: https://github.com/Amaroth/GobGenerator2
Change UI to WPF Provide configuration options via XML (thus extending compatibility) Direct DBC editing (without need of conversions to CSV) Include features ensuring avoidance of duplicate display and gameobject creation Extend possibilities of choosing what gets generated and what not
Yet another little tool from me. This one creates gamobject displayIDs and template gameobjects out of listfile, which means that it can create thousands of gameobjects in a few seconds - great for projects making their custom models and retro-porting them from newer expansions. Listfile can be anything containing full paths to files separated by line breaks. It creates gameobjects only for M2 and WMO files, others are ignored. Tool also generates template gameobjects with their model names as names (and optional prefix/postfix), which means that generated models are easily recognisible and that when you find nice-looking model in WMV and want to use it for spawn or for creating some gameobject you need, you can find that gameobject's template generated version just by typing its name into lookup command. This makes this tool viable even for usage on models which already are in WotLK client, as it makes life of spawners much, much easier.
- Generate your GameobjectDisplayInfo's CSV file and put it into directory where GobGenerator is.
- Get or create a listfile. The easiest way of doing so is simply creating an MPQ with all models you want to have gameobjects made of and just extracting its listfile. Note that you can also use listfiles of blizzlike MPQs, if you want to generate gameobjects for all blizzlike models as well.
- Open GobGenerator. Select input listfile (you can also type into model path field, which makes using larger number of listfiles with similiar names in the same path very easy).
- Fill in your database credentials. You may want to test a connection before proceeding.
- Start displayID is being taken from your GameobjectDisplayInfo.dbc (its 1 higher than the highest ID found in DBC). If you happen to see value 1 here, something is really wrong and check if your CSV is OK and in GobGenerator's directory.
- Start entry is by default 400000 and I'd suggest you to keep it that way. There are some gobs on 300000+ entries in blizzlike TC2 DB, thats why I've used 400000. Final entry of generated gameobject will be start entry + gob's displayID. This means that gob with displayID 96835 will have entry 496835 - and that can be sometimes very handy.
- Fill in prefixes and postfixes of gob names. Don't forget to add space behind prefix and in front of postfix, if you want to have it there. Gob's name will be prefix + its model name + postfix. So, if you choose "[Gen] " as prefix and " [DO NOT EDIT]" as postfix, result gob name might be something like "[Gen] mymodel.m2 [DO NOT EDIT]".
- By default INSERT queries are being used, which means that if any gameobject entry is already taken in DB, it will result in error. You can choose REPLACE, which will overwrite whatever might be on entries where gameobjects are to be put.
- Done, click on generate. If you have multiple listfiles, just select the 2nd one and click on generate again and so on.
- If anything goes wrong while SQL queries are being executed, those which weren't successful are being held in a backup file. There is also a file which keeps all possible SQL errors.
Thats all, C# src is, as always, included, and DBC to CSV convertor DBCUtil I use for this kind of quick tasks as well. If you happen to find any critical bug, let me know, but I don't really have a spare time to make source nicer or something like that, so report really only issues with functionality itself.
By AmarothVersion 2.0 is under development at the moment. Repo: https://github.com/Amaroth/NPCGenerator2
Change UI to WPF Provide configuration options via XML (thus extending compatibility) Direct DBC editing (without need of conversions to CSV) Include support of items held in hand
A tool for generating CreatureDisplayInfo.dbc, CreatureDisplayInfoExtra.dbc and optionally creature_model_info and creature_template data for a character created in WMV.
How to use:
- Convert your up to date CreatureDisplayInfo.dbc and CreatureDisplayInfoExtra.dbc to CSVs and place them into the folder with this tool.
- Open a WMV. Create your character, and save it as .chr file (F7 hotkey). Also save its texture (by using File>Export Model>X3D... option you'll get texture you want and some mess you can delete). Repeat this step for each character you want to create creature displayID for.
- Open an NPCGenerator. Fill database connection credentials (you need to do so even if you turn off creature_model_info and creature_template generation, because NPCGenerator will need to get item display IDs from your database).
- Now just click on Select .chr file, select your .chr file. Click on Select texture, select your character's texture. Check if there's anything else in window you'd like to change (you'll probably find yourself using all other options with their default values). Click on Generate. Repeat for each character.
C# src is included. I'm opened to suggestions and feedback, however, I'm quite busy so I'll probably just fix critical bugs if you find any.
By CallmephilHey guys !
I'm here again with a new tool that i use to convert text file from list_root into SQL format.
0000053183.all 404522913ab0414b25ec8f4c0d836fd1 sound/music/citymusic/darnassus/darnassus intro.mp3
INSERT INTO `FileDataComplete_Legion` VALUES (53183,"darnassus intro.mp3","sound/music/citymusic/darnassus/");
README : How to use ?
Place Listfile.txt / root (from casc) into tool folder.
Run the .bat file i provided.
Wait till finished you will see a file named Root_File.sql
Create a table Named : FileDataComplete_Legion in database (File_ID/Filename/Filepath)
Import Root_File.sql into the database.
You're done !
* This method is use full when you want to find/retro-port massive db2 > SQL lines.
Thanks for Roccus for compiling the list_root.exe and bloerwald for binaries
Thanks for bloerwald for the listfile.
And obviously CASC Developpers !
Enjoy and let me know if it was use full for you too !
By staleness665the launcher i done made.
By CallmephilHello ! i'm currently working on a generator to make life easier. for 3.3.5a
This is an extended work for the retrolution project.
you can join the Retrolution on our main thread http://www.ac-web.org/forums/showthread.php?226933-Upcoming-New-Wotlk-Client&p=2267680#post2267680
V2.0.0 Is Out.
Mount Generator. + Item Creator + ItemDisplayInfo Icon
Pet Generator. + Item Creator + ItemDisplayInfo Icon
Extended Cost Generator.
Gem Generator. + SQL
Creature & Model DBC. (V.1)
SpellIcon Generator. (By checking Custom Icon).
Planned Work :
Tier Set Generator. Based on S8+ and T10+
Off Set Generator. Based on S8+ and T10+
Main Form :
Option Form :
C# Open Source Project :
V2.0.0 Release :
By barncastleA project that I’ve worked on and off over the last 8 months, the original idea was to create a simple sandbox with basic networking for the original Alpha client (0.5.3) however, as per usual, it evolved and I’ve implemented (read: thrown together) the base of a few other systems. I’ve not worked on this for 3+ months so thought someone else might be interested in reviving this as I don't plan on continuing this project.
A quick disclaimer: this was never intended to be a commercial project and therefore it is the definition of spaghetti code! I wouldn’t recommend trying to use this for a public server or to even work on the code; just simply as a reference. If I were to redo this I’d use one of the vanilla cores as a base and work back from that.
Current status of features:
Chat and emotes Chat channels not implemented Items Trading No enchanting through the chat window Groups Group loot not implemented Quests No ScriptDev equivalent so scripted quests won't work Not all of the correct quest filters are applied Issue with displaying quest objective count Instance portals Instancing itself is not implemented Gameobjects Only spawning (chests are animated though!) NPCs Vendors, talent trainers, bankers and skill trainers are working to some degree Basic faction implementation Friend/Ignore List Talent “tree” Spell effects not implemented Spell casting Spell effects not implemented but cast animations and pre cast checks are Creatures Can melee combat Looting works but couldn’t figure out how looting worked in terms that tagging mobs wasn’t a feature, should everyone have access to the dead mob’s loot? Movement isn’t correct AI not implemented Basic faction implementation Leveling Correct talent and skill points being applied as well as the animation Some things to note:
I couldn’t find any reliable source to say if guilds even existed at this stage. The packets are there and the code is in the client but whether it was released I’m not sure so haven’t implemented it All settings are in the Globals.cs file including level cap I’ve used a Mangos 1.12.1 database as the backend so a lot of items/creatures/stats are wrong GM Commands include .additem <item number> .addskill <skillid> .setskill <skillid> <amount> <max amount> .kil .level <level> .money <copper amount> .setpower <amount> Saving is something I started working on but never really implemented The saving and database mechanic works around a custom ORM I built which is heavily reflection reliant Under the common project there is a file called structs.cs in the Constants folder. This is every struct I could extract from the client Username and password is in the wow.ses file inside the client directory; by default the server will create an account based on this information On my keyboard the '@' key brings up the client's debug console one very helpful command is "speed <amount>". The default being 6 and the max being ~50. Requirements:
.Net 4.6.1 MySQL Installation:
ISO direct link Rar direct link Server:
Extract the DBC files to a folder named “dbc” under the root directory MPQEdit works for this Unzip and run the SQL file in the Database.zip archive Inside the App.Config file is a MySQL connection string, change this to point to the above database If you’re running the compiled version the config is called WorldServer.exe.config Creature a shortcut to WoWClient.exe and add –uptodate to the end i.e. "E:\World of Warcraft Alpha 0.5.3\WoWClient.exe" –uptodate Continuation:
As I said before, I never intended to release this or use it for an actual server this was just a project to explore the Alpha further than the original sandboxes. However if a team decides to work on this I’ll be more than happy to lend a hand or offer what information I’ve sourced.
Source code can be found here: https://github.com/barncastle/Alpha-WoW
The download link is a compiled version with DBCs
By AmarothJust a simple tool for calculating PlayerBytes and PlayerBytes2 in characters.characters table for WotLK TC2 database (may work with newer or different databases as well, but that needs to be tested). It may be usefull especially for projects where NPCs based on player looks or players based on NPC looks are being used. It is able to get:
Skin color Face Hair style Hair color Facial feature From PlayerBytes and PlayerBytes2, or it is also capable of doing exactly opposite - getting bytes from character display IDs.
The problem is that alghoritm which core uses for generating PlayerBytes seems to come up with sometimes different values (although they give the same IDs as my alghoritm when being converted back). That may possibly cause some bugs or issues, hopefully not, but I would like to point that out anyway. So, use this tool carefully and feel free to let me know about anything you find out or if it just works fine for you. Getting IDs from bytes should definitely work without any problems, getting bytes from IDs - use that carefully. Thats all.