Jump to content
  • Announcements

    • Xmat

      Pravidlo pro postování v TTT

      Do sekce Tipy, triky, tutoriály nepatří žádné dotazy.   Postujte sem vaše návody, tipy a různé další věci jež uznáte za vhodné sdělit zdejšímu osazenstvu, ale veškeré dotazy směřujte do sekce Všeobecná diskuse.
    • Replik

      Seznam návodů a důležitých témat v této sekci

      Pro lepší přehlednost jsem vytvořil tento seznam, který vás, méně zkušené, lépe provede touto sekcí. Věřím, že zde najdete, co hledáte. Vypsané jsou návody, které jsou oficiálně uznané jako návody. Běžné diskuze, které neposkytují postupy a rady zvěřejněny nejsou.   Instalace vlastního MaNGOS Serveru Díky těmto návodům budete (měli by jste být) schopni vytvořit a následně spustit váš vlastní server. Nastavení je pro verze s i bez datadisku.   Instalace MaNGOS Serveru (bez datadisku TBC) - Autor Benny Instalace MaNGOS Serveru (s datadiskem TBC) - Autor Malfik Instalace MaNGOS Serveru v prostředí Linux - Autor charlie Instalace MaNGOS Serveru v prostředí Linux - Autor kupkoid   Chyby a jejich řešení při přihlašování k serveru - Autor Cybe   Zálohování uživatelských dat   Dávkový soubor (BAT soubor) pro vytvoření SQL záloh - Autor Replik   Kompilování - tvoření vlastních release (revizí)   Tvorba kompilací pro Win32 (MangoScript) - Autor bLuma   Ostatní - těžko zařaditelné, ale neznamená to, že nejsou dobré   VIP Systém - Autor charlie Tvorba Webových stránek pro MaNGOS - Autor zahuba Tvorba teleportačních NPC (MangoScript) - Autor Replik Registrační web (původně předělaná SPORA) Funkční pro Antrix i MaNGOS - Autor Replik Nastavení a spuštění Minimanager pro MaNGOS - Autor BlackMartin Nastavení MaNGOS Website - Autor Artorius   Samozřejmě jsou zde i jiné návody, ale tyto jsou nejvíce používané, proto věřím, že vám budou nápomocné. Tuto sekci budeme upravovat podle potřeby. Pokud by jste něco nenašli nebo si nevěděli rady, hledejte na fóru a teprve potom založte vlastní topik. Pokud nějaký autor vytvoří kvalitní návod a chtěl by ho zveřejnit i v tomto seznamu, doporučuji, aby mi napsal zprávu skrze PM.   Díky a přeji hezký den na WoWResource   Replik
    • Aristo

      Příspěvky tam, kde nemají co dělat

      Dodržujte zákaz přispívání do topiků s repaky pokud si to zakladatelé nepřejí!! Opakované psaní příspěvků bude trestáno warnem.
    • Aristo

      Používání spoilerů

      Poslední dobou má většina uživatelů fora zvláštní nutkání postovat extrémně dlouhé texty nebo kódy, které zabírají v nejedenom případu i 80% obsahu celé stránky a hodně tak zvedají nepřehlednost v topiku. Chtěl bych všechny uživatele požádat, aby při postování citací, jakýchkoliv kódů, errorů, atp... delších než 30 řádků používali funkci spoileru.   Funkci vyvoláte příkazem [spoiler] text [/spoiler]   Ukázka:  

filipoliko

Members
  • Content count

    343
  • Joined

  • Last visited

  • Days Won

    12

Posts posted by filipoliko


  1. Zkus totok, sám nevěřím tomu, že to bude fungovat, ale zkusit se má vše :D

     

     

    diff -r dfd5925cd914 src/server/scripts/Northrend/FrozenHalls/HallsOfReflection/halls_of_reflection.cpp
    --- a/src/server/scripts/Northrend/FrozenHalls/HallsOfReflection/halls_of_reflection.cpp	Thu Aug 18 16:54:07 2011 +0200
    +++ b/src/server/scripts/Northrend/FrozenHalls/HallsOfReflection/halls_of_reflection.cpp	Thu Aug 18 16:58:46 2011 +0200
    @@ -1013,6 +1013,39 @@
    
    };
    
    +class npc_queldelar : public CreatureScript
    +{
    +public:
    +    npc_queldelar() : CreatureScript("npc_queldelar") { }
    +
    +    CreatureAI* GetAI(Creature* creature) const
    +    {
    +        return new npc_queldelarAI(creature);
    +    }
    +    struct npc_queldelarAI  : public ScriptedAI
    +    {
    +        npc_queldelarAI(Creature *c) : ScriptedAI(c)
    +        {
    +        }
    +        void JustDied(Unit* /*killer*/)
    +        {
    +            if (pInstance)
    +                pInstance->SetData(DATA_QUEL_DELAR_EVENT, DONE);
    +        }
    +        void Reset()
    +        {
    +			me->SetVisible(false);
    +        }
    +        void UpdateAI(const uint32 uiDiff)
    +        {
    +            if(pInstance->GetData(DATA_QUEL_DELAR_EVENT,IN_PROGRESS)
    +                me->SetVisible(true);
    +
    +            DoMeleeAttackIfReady();
    +        }
    +    };
    +};
    +
    void AddSC_halls_of_reflection()
    {
        new npc_jaina_or_sylvanas_hor(true, "npc_sylvanas_hor_part1");
    @@ -1023,4 +1056,5 @@
        new npc_shadowy_mercenary();
        new npc_spectral_footman();
        new npc_tortured_rifleman();
    +	new npc_queldelar();
    }
    diff -r dfd5925cd914 src/server/scripts/Northrend/FrozenHalls/HallsOfReflection/halls_of_reflection.h
    --- a/src/server/scripts/Northrend/FrozenHalls/HallsOfReflection/halls_of_reflection.h	Thu Aug 18 16:54:07 2011 +0200
    +++ b/src/server/scripts/Northrend/FrozenHalls/HallsOfReflection/halls_of_reflection.h	Thu Aug 18 16:58:46 2011 +0200
    @@ -25,6 +25,7 @@
        DATA_LICHKING_EVENT,
        DATA_WAVE_COUNT,
        DATA_TEAM_IN_INSTANCE,
    +	DATA_QUEL_DELAR_EVENT,
    };
    
    enum Data64
    @@ -33,6 +34,7 @@
        DATA_MARWYN,
        DATA_LICHKING,
        DATA_FROSTMOURNE,
    +	DATA_QUEL_DELAR;
    };
    
    enum Creatures
    @@ -53,6 +55,8 @@
        NPC_WAVE_RIFLEMAN                             = 38176,
        NPC_WAVE_PRIEST                               = 38175,
        NPC_WAVE_MAGE                                 = 38172,
    +	
    +	NPC_QUEL_DELAR                                = 37158,
    };
    
    enum GameObjects
    diff -r dfd5925cd914 src/server/scripts/Northrend/FrozenHalls/HallsOfReflection/instance_halls_of_reflection.cpp
    --- a/src/server/scripts/Northrend/FrozenHalls/HallsOfReflection/instance_halls_of_reflection.cpp	Thu Aug 18 16:54:07 2011 +0200
    +++ b/src/server/scripts/Northrend/FrozenHalls/HallsOfReflection/instance_halls_of_reflection.cpp	Thu Aug 18 16:58:46 2011 +0200
    @@ -18,12 +18,13 @@
    #include "ScriptPCH.h"
    #include "halls_of_reflection.h"
    
    -#define MAX_ENCOUNTER 3
    +#define MAX_ENCOUNTER 4
    
    /* Halls of Reflection encounters:
    -0- Falric
    -1- Marwyn
    -2- The Lich King
    +0- Quel Delar
    +1- Falric
    +2- Marwyn
    +3- The Lich King
    */
    
    enum eEnum
    @@ -110,6 +111,7 @@
        {
            instance_halls_of_reflection_InstanceMapScript(Map* pMap) : InstanceScript(pMap) {};
    
    +		uint64 uiQuelDelar;
            uint64 uiFalric;
            uint64 uiMarwyn;
            uint64 uiLichKingEvent;
    @@ -132,6 +134,7 @@
            {
                events.Reset();
    
    +			uiQuelDelar = 0;
                uiFalric = 0;
                uiMarwyn = 0;
                uiLichKingEvent = 0;
    @@ -174,6 +177,8 @@
                    case NPC_SYLVANAS_PART1:
                        uiSylvanasPart1 = creature->GetGUID();
                        break;
    +				case NPC_QUEL_DELAR:
    +				    uiQuelDelar = creature->GetGUID();
                }
            }
    
    @@ -223,18 +228,20 @@
    
                switch(type)
                {
    +                case DATA_QUEL_DELAR_EVENT:
    +                    uiEncounter[0] = data;
                    case DATA_FALRIC_EVENT:
    -                    uiEncounter[0] = data;
    +                    uiEncounter[1] = data;
                        if (data == DONE)
                            events.ScheduleEvent(EVENT_NEXT_WAVE, 60000);
                        break;
                    case DATA_MARWYN_EVENT:
    -                    uiEncounter[1] = data;
    +                    uiEncounter[2] = data;
                        if (data == DONE)
                            HandleGameObject(uiArthasDoor, true);
                        break;
                    case DATA_LICHKING_EVENT:
    -                    uiEncounter[2] = data;
    +                    uiEncounter[3] = data;
                        break;
                }
    
    @@ -246,9 +253,10 @@
            {
                switch(type)
                {
    -                case DATA_FALRIC_EVENT:         return uiEncounter[0];
    -                case DATA_MARWYN_EVENT:         return uiEncounter[1];
    -                case DATA_LICHKING_EVENT:       return uiEncounter[2];
    +                case DATA_QUEL_DELAR_EVENT:     return uiEncounter[0];
    +                case DATA_FALRIC_EVENT:         return uiEncounter[1];
    +                case DATA_MARWYN_EVENT:         return uiEncounter[2];
    +                case DATA_LICHKING_EVENT:       return uiEncounter[3];
                    case DATA_WAVE_COUNT:           return uiWaveCount;
                    case DATA_TEAM_IN_INSTANCE:     return uiTeamInInstance;
                }
    @@ -260,6 +268,7 @@
            {
                switch(identifier)
                {
    +                case DATA_QUEL_DELAR:           return uiQuelDelar;
                    case DATA_FALRIC:               return uiFalric;
                    case DATA_MARWYN:               return uiMarwyn;
                    case DATA_LICHKING:             return uiLichKingEvent;
    @@ -405,6 +414,14 @@
                if (!instance->HavePlayers())
                    return;
    
    +			
    +            PlayerList const &playerList = GetPlayers();
    +
    +            if (!playerList.isEmpty())
    +                for (PlayerList::const_iterator i = playerList.begin(); i != playerList.end(); ++i)
    +                    if (player->HasAura(aura)) // Tadyk připiš ID té aury
    +						instance->SetData(DATA_QUEL_DELAR_EVENT,IN_PROGRESS);
    +			
                events.Update(diff);
    
                switch(events.ExecuteEvent())
    

     


  2. Fce by šla použít SetVisible();

     

    Předsstavoval bych si to asi nějak tak..

     

    class npc_queldelar : public CreatureScript
    {
    public:
       npc_queldelar() : CreatureScript("npc_queldelar") { }
    
       CreatureAI* GetAI(Creature* creature) const
       {
           return new npc_queldelarAI(creature);
       }
       struct npc_queldelarAI  : public ScriptedAI
       {
           npc_queldelarAI(Creature *c) : ScriptedAI(c)
           {
           }
    	void Reset()
    	{
    	    me->SetVisible(false);
    	}
           void UpdateAI(const uint32 uiDiff)
           {
               if (!who)
                   return;
               if (me->IsWithinDistInMap(who, 20) && who->HasAura(SPELL_QUELDELAR_AURA))
               {
                   me->SetVisible(true);
               }
           }
       };
    };

     

    Ješě lepší by bylo udělat i něco v instance_halls_of_reflection.cpp jako if(player->HasAura(aura)) SetData(QUEL_DELAR_EVENT, IN_PROGRESS);

    else

    SetData(QUEL_DELAR_EVENT, NOT_STARTED);

     

    A pak v kódu jenom if(pInstance->GetData(QUEL_DELAR_EVENT, IN_PROGRESS)) SetVisible(true); else SetVisible(false);


  3. ICC má ten buff přidanej taky jenom přez spell_area, není to děláno žádným zásahem v core. ;)

     

    Takhle to má vyřešený ICC, zkus totok přidat i pro jiné zóny s tím, že jen zaměníš area.

     

    @area:=AREA_ID;
    INSERT INTO `spell_area` (`spell`,`area`,`racemask`,`gender`,`autocast`) VALUES
    (73822,@area,690,2,1),
    (73828,@area,1101,2,1);


  4. Pokud netrváš tak uplně na c++ scriptu, existuje i database teleporter, přez Smart_ai.

     

    Code -> http://pastebin.com/unx5zGVa

     

    Upravíš jenom dle potřeb tuto část(myslím, že je vše jasné) ->

     

    -- -------------------------------------------------------------------------
    -- ---- IMPORTANT: ONLY SET THESE VARIABLES, DO NOT TOUCH THE REST!!!! -----
    -- -------------------------------------------------------------------------
    -- Set all the important variables for the database
    -- Replace xxx with a value (number)
    -- NPC
    SET @Entry := xxx; -- Creature Entry (need 1)
    SET @Text := xxx; -- Gossip Texts (need 6)
    -- Gossip
    SET @Main := xxx; -- Main gossip entry on creature (need 13)
    -- Smart_script
    SET @Script := xxx ; -- scriptid iterator (need 84)
    -- Conditional values
    SET @Money_C := xxx ; -- How much users have to pay to travel to MAIN CITIES (in copper, set 0 for free usage)
    SET @Money_T1 := xxx ; -- How much users have to pay to travel to TOWNS_TBC (in copper, set 0 for free usage)
    SET @Money_T2 := xxx ; -- How much users have to pay to travel to TOWNS_WOTLK (in copper, set 0 for free usage)
    SET @Money_A := xxx ; -- How much users have to pay to travel to ARENAS (in copper, set 0 for free usage)
    SET @Money_I1 := xxx ; -- How much users have to pay to travel to DUNGEONS<60 (in copper, set 0 for free usage)
    SET @Money_I2 := xxx ; -- How much users have to pay to travel to DUNGEONS_TBC (in copper, set 0 for free usage)
    SET @Money_I3 := xxx ; -- How much users have to pay to travel to DUNGEONS_WOLTK (in copper, set 0 for free usage)
    SET @Money_R1 := xxx ; -- How much users have to pay to travel to RAIDS<60 (in copper, set 0 for free usage)
    SET @Money_R2 := xxx ; -- How much users have to pay to travel to RAIDS_TBC (in copper, set 0 for free usage)
    SET @Money_R3 := xxx ; -- How much users have to pay to travel to RAIDS_WOLTK (in copper, set 0 for free usage)

     

    C++ teleporter momentálně není nijak výhodný, jelikož mnohem praktičtější a jednoduší je přez Db.

    • Upvote 1

  5. Na československé scéně znám jenom MystiQ a Onlinegamers(+ tam se to pohybuje kolem stovky), možná se ještě něco najde. Šance, že nabídku na zahraniční server dostaneš zrovna tady, taky není moc velká.

     

    Ale stop ot, kdyžtak PM, jestli to chceš řešit dál :D


  6. Tvé požadavky nejsou zrovna nízké a málokterý server je splňuje + když jsi 2 větší servery vyloučil. Zas tak velký výběr není, tak ti předkládm i nabídku, která zrovna ukázkově tvé požadavky nesplňuje, ale třeba by tě mohla s trochou štěstí zaujmout i tak :-)

     

    // Ale respektuju tvoje rozhodnutí ;)


  7. OC to má dělaný ještě "šikovněji", počet dropnutých itemů nastavíš přepsáním hodnoty ve sloupci mincount/maxcount u lootu, kde itemid má zápornou hodnotu (tedy odkazuje na jiný loot v referenced_loot_template), nebo to jde taky jednoduše nastavit v configu upravením refereced.loot nebo jak to tam přesně je :-)

     

    Nebo by to mělo jít i sqlkem, toto ti nastaví počet dropnutých itemů u bossů v instancích:

    -- Počet itemů, o kolik se má drop navýšit
    @pridej := 1
    
    UPDATE creature_loot_template SET mincount=mincount+@pridej, maxcount=maxcount+@pridej WHERE itemid<0 AND entry IN (SELECT entry FROM creature_template WHERE entry IN (SELECT id FROM creature WHERE NOT mapid IN (0,1)) AND rank=3);


  8. Přesně, jsou to jenom dohady a žádný officiální oznámení jsem zatím neviděl. Jediný čeho jsem se dopátral bylo "Pricing for Star Wars: The Old Republic will be determined and announced at a later date."

     

    LOLku to bude free a navic, lepší oživit staré téma než založit nové, uplně stejné

     

    Když už oživit, tak postem co obsahuje nějakou třeaba užitečnou informaci a né zbytečným posthuntem..

     

    Jinak jsem zvědaevej co z toho bude a kdy to bude, já osobně hvězdný války miluju a "zahrát si v nich" může být sranda :-)


  9. Můj amatárskej názor:


    • - Header mi tam vůbec nesedí, alespoň levá část + střed, web je v modrém nádechu a ta oranžová (ohnivá) to dost dráždí.
      - Boční lišty nejsou souměrný a ještě lišta, kde je nápis Armory, je taky trochu posunutá (to beru jako detail, se dá doladit:-))
      - Příjde mi, že jsi použil docela velký písmo.
      - Udělal bych nějaký jednoduchý ikonky do menu, nebo aspoň to oddělit nějakou pěknou čárečkou:D
      + Líbí se mi background:P
      + Web je jednoduchý a přehledný.

     

    Jinak přeju GL a docela rád bych viděl tvoje další výtvory :-)


  10. Myslím, že věta "Na dotazy zde nebude brán zřetel." je myšlena k e-mailu, aby se vyhnul spamu, což se dá pochopit.

    Jinak, možná tě v následujícím měsíci kontaktuju, chtěl bych ještě oživit českou TBC scénu, jen si to chcu ještě nechat pořádně projít hlavou a vše okolo předem zařídit a pak jít na jistotu :-)

     

    A jak už je výše psáno, nějaké reference? Ať máme představu, co od tebe čekat :-)


  11. Nz, zabíjím čas :-)

    Ještě mě napadla další řešení, možná vhodnější, jenom nevím, jeslti bude fungovat.

     

    // Spell.cpp
       if (!m_IsTriggeredSpell && m_caster->IsNonMeleeSpellCasted(false, true, true) && m_cast_count)
       {
           SendCastResult(SPELL_FAILED_SPELL_IN_PROGRESS);
           finish(false);
           return;
       }
    
    -    if (sDisableMgr->IsDisabledFor(DISABLE_TYPE_SPELL, m_spellInfo->Id, m_caster))
    +    if (sDisableMgr->IsDisabledFor(DISABLE_TYPE_SPELL, m_spellInfo->Id, m_caster) || GetZoneId == id_zony)
       {
           SendCastResult(SPELL_FAILED_SPELL_UNAVAILABLE);
           finish(false);
           return;
       }

     


  12. Pro zabránění rušení silence můžeš použít

     

    // level3.cpp
    bool ChatHandler::HandleUnAuraCommand(const char *args)
    {
       Unit *target = getSelectedUnit();
       if (!target)
       {
           SendSysMessage(LANG_SELECT_CHAR_OR_CREATURE);
           SetSentErrorMessage(true);
           return false;
       }
    
       std::string argstr = args;
       if (argstr == "all")
       {
           target->RemoveAllAuras();
           return true;
       }
    
       // number or [name] Shift-click form |color|Hspell:spell_id|h[name]|h|r or Htalent form
       uint32 spellID = extractSpellIdFromLink((char*)args);
       if (!spellID)
           return false;
    
    -    target->RemoveAurasDueToSpell(spellID);
    +		if (spellID != ID_silencu && GetZoneId != Id_zony)
    +			target->RemoveAurasDueToSpell(spellID);
    
       return true;
    }

     

     

    // použit spoiler :-)


  13. Se strukturou se upravovat nebudu:D první sloupec je příkaz, druhý je pořadovaný gm level a 3. je jeho popis a popis jeho použití.

     

    ('.ticket closedlist',1,'Displays a list of closed GM tickets.'),
    ('account',0,'Syntax: .account\r\n\r\nDisplay the access level of your account.'),
    ('account create',4,'Syntax: .account create $account $password\r\n\r\nCreate account and set password to it.'),
    ('account delete',4,'Syntax: .account delete $account\r\n\r\nDelete account with all characters.'),
    ('account lock',0,'Syntax: .account lock [on|off]\r\n\r\nAllow login from account only from current used IP or remove this requirement.'),
    ('account onlinelist',4,'Syntax: .account onlinelist\r\n\r\nShow list of online accounts.'),
    ('account password',0,'Syntax: .account password $old_password $new_password $new_password\r\n\r\nChange your account password.'),
    ('account set addon',3,'Syntax: .account set addon [$account] #addon\r\n\r\nSet user (posible targeted) expansion addon level allowed. Addon values: 0 - normal, 1 - tbc, 2 - wotlk.'),
    ('account set gmlevel',4,'Syntax: .account set gmlevel [$account] #level [#realmid]\r\n\r\nSet the security level for targeted player (can\'t be used at self) or for account $name to a level of #level on the realm #realmID.\r\n\r\n#level may range from 0 to 3.\r\n\r\n#reamID may be -1 for all realms.'),
    ('account set password',4,'Syntax: .account set password $account $password $password\r\n\r\nSet password for account.'),
    ('additem',3,'Syntax: .additem #itemid/[#itemname]/#shift-click-item-link #itemcount\r\n\r\nAdds the specified number of items of id #itemid (or exact (!) name $itemname in brackets, or link created by shift-click at item in inventory or recipe) to your or selected character inventory. If #itemcount is omitted, only one item will be added.\r\n.'),
    ('additemset',3,'Syntax: .additemset #itemsetid\r\n\r\nAdd items from itemset of id #itemsetid to your or selected character inventory. Will add by one example each item from itemset.'),
    ('addmove',2,'Syntax: .addmove #creature_guid [#waittime]\r\n\r\nAdd your current location as a waypoint for creature with guid #creature_guid. And optional add wait time.'),
    ('announce',1,'Syntax: .announce $MessageToBroadcast\r\n\r\nSend a global message to all players online in chat log.'),
    ('aura',3,'Syntax: .aura #spellid\r\n\r\nAdd the aura from spell #spellid to the selected Unit.'),
    ('ban account',3,'Syntax is: ban account $Name $bantime $reason\r\nBan account kick player.\r\n$bantime: negative value leads to permban, otherwise use a timestring like "4d20h3s".'),
    ('ban character',3,'Syntax is: ban character $Name $bantime $reason\r\nBan account and kick player.\r\n$bantime: negative value leads to permban, otherwise use a timestring like "4d20h3s".'),
    ('ban ip',3,'Syntax is: ban ip $Ip $bantime $reason\r\nBan IP.\r\n$bantime: negative value leads to permban, otherwise use a timestring like "4d20h3s".'),
    ('baninfo account',3,'Syntax is: baninfo account\r\nWatch full information about a specific ban.'),
    ('baninfo character',3,'Syntax is: baninfo character\r\nWatch full information about a specific ban.'),
    ('baninfo ip',3,'Syntax is: baninfo ip\r\nWatch full information about a specific ban.'),
    ('bank',3,'Syntax: .bank\r\n\r\nShow your bank inventory.'),
    ('banlist account',3,'Syntax is: banlist account [$Name]\r\nSearches the banlist for a account name pattern or show full list account bans.'),
    ('banlist character',3,'Syntax is: banlist character $Name\r\nSearches the banlist for a character name pattern. Pattern required.'),
    ('banlist ip',3,'Syntax is: banlist ip [$Ip]\r\nSearches the banlist for a IP pattern or show full list of IP bans.'),
    ('bindsight',3,'Syntax: .bindsight\r\n\r\nBinds vision to the selected unit indefinitely. Cannot be used while currently possessing a target.'),
    ('cast',3,'Syntax: .cast #spellid [triggered]\r\n  Cast #spellid to selected target. If no target selected cast to self. If ''trigered'' or part provided then spell casted with triggered flag.'),
    ('cast back',3,'Syntax: .cast back #spellid [triggered]\r\n  Selected target will cast #spellid to your character. If ''trigered'' or part provided then spell casted with triggered flag.'),
    ('cast dist',3,'Syntax: .cast dist #spellid [#dist [triggered]]\r\n  You will cast spell to pint at distance #dist. If ''trigered'' or part provided then spell casted with triggered flag. Not all spells can be casted as area spells.'),
    ('cast self',3,'Syntax: .cast self #spellid [triggered]\r\nCast #spellid by target at target itself. If ''trigered'' or part provided then spell casted with triggered flag.'),
    ('cast target',3,'Syntax: .cast target #spellid [triggered]\r\n  Selected target will cast #spellid to his victim. If ''trigered'' or part provided then spell casted with triggered flag.'),
    ('character erase', 4,'Syntax: .character erase $name\r\n\r\nDelete character $name. Character finally deleted in case any deleting options.'),
    ('character deleted delete', 4, 'Syntax: .character deleted delete #guid|$name\r\n\r\nCompletely deletes the selected characters.\r\nIf $name is supplied, only characters with that string in their name will be deleted, if #guid is supplied, only the character with that GUID will be deleted.'),
    ('character deleted list', 3, 'Syntax: .character deleted list [#guid|$name]\r\n\r\nShows a list with all deleted characters.\r\nIf $name is supplied, only characters with that string in their name will be selected, if #guid is supplied, only the character with that GUID will be selected.'),
    ('character deleted old', 4, 'Syntax: .character deleted old [#keepDays]\r\n\r\nCompletely deletes all characters with deleted time longer #keepDays. If #keepDays not provided the  used value from oregoncore.conf option \'CharDelete.KeepDays\'. If referenced config option disabled (use 0 value) then command can\'t be used without #keepDays.'),
    ('character deleted restore', 3, 'Syntax: .character deleted restore #guid|$name [$newname] [#new account]\r\n\r\nRestores deleted characters.\r\nIf $name is supplied, only characters with that string in their name will be restored, if $guid is supplied, only the character with that GUID will be restored.\r\nIf $newname is set, the character will be restored with that name instead of the original one. If #newaccount is set, the character will be restored to specific account character list. This works only with one character!'),
    ('character rename',2,'Syntax: .character rename [$name]\r\n\r\nMark selected in game or by $name in command character for rename at next login.'),
    ('character titles',2,'Syntax: .character titles [$player_name]\r\n\r\nShow known titles list for selected player or player find by $player_name.'),
    ('combatstop',2,'Syntax: .combatstop [$playername]\r\nStop combat for selected character. If selected non-player then command applied to self. If $playername provided then attempt applied to online player $playername.'),
    ('commands',0,'Syntax: .commands\r\n\r\nDisplay a list of available commands for your account level.'),
    ('cooldown',3,'Syntax: .cooldown [#spell_id]\r\n\r\nRemove all (if spell_id not provided) or #spel_id spell cooldown from selected character or you (if no selection).'),
    ('damage',3,'Syntax: .damage $damage_amount [$school [$spellid]]\r\n\r\nApply $damage to target. If not $school and $spellid provided then this flat clean melee damage without any modifiers. If $school provided then damage modified by armor reduction (if school physical), and target absorbing modifiers and result applied as melee damage to target. If spell provided then damage modified and applied as spell damage. $spellid can be shift-link.'),
    ('debug anim',2,'Syntax: .debug anim #emoteid\r\n\r\nPlay emote #emoteid for your character.'),
    ('debug arena',3,'Syntax: .debug arena\r\n\r\n Toggles arena 1v1 or normal mode.'),
    ('debug getvalue',3,'Syntax: .debug getvalue #field #isInt\r\n\r\nGet the field #field of the selected creature. If no creature is selected, get the content of your field.\r\n\r\nUse a #isInt of value 1 if the expected field content is an integer.'),
    ('debug hostilrefs',3,'Syntax: .debug hostilrefs\n\n Prints out the hostil refs of the targetted unit.'),
    ('debug play cinematic',1,'Syntax: .debug play cinematic #cinematicid\r\n\r\nPlay cinematic #cinematicid for you. You stay at place while your mind fly.\r\n'),
    ('debug play sound',1,'Syntax: .debug play sound #soundid\r\n\r\nPlay sound with #soundid.\r\nSound will be play only for you. Other players do not hear this.\r\nWarning: client may have more 5000 sounds...'),
    ('debug setvalue',3,'Syntax: .debug setvalue #field #value #isInt\r\n\r\nSet the field #field of the selected creature with value #value. If no creature is selected, set the content of your field.\r\n\r\nUse a #isInt of value 1 if #value is an integer.'),
    ('debug standstate',2,'Syntax: .debug standstate #emoteid\r\n\r\nChange the emote of your character while standing to #emoteid.'),
    ('debug threatlist',3,'Syntax: .debug threatlist\n\n Prints out the current threatlist of the targetted creature.'),
    ('debug update',3,'Syntax: .debug update #field #value\r\n\r\nUpdate the field #field of the selected character or creature with value #value.\r\n\r\nIf no #value is provided, display the content of field #field.'),
    ('demorph',2,'Syntax: .demorph\r\n\r\nDemorph the selected player.'),
    ('die',3,'Syntax: .die\r\n\r\nKill the selected player. If no player is selected, it will kill you.'),
    ('dismount',0,'Syntax: .dismount\r\n\r\nDismount you, if you are mounted.'),
    ('distance',3,'Syntax: .distance\r\n\r\nDisplay the distance from your character to the selected creature.'),
    ('event',2,'Syntax: .event #event_id\r\nShow details about event with #event_id.'),
    ('event activelist',2,'Syntax: .event activelist\r\nShow list of currently active events.'),
    ('event start',2,'Syntax: .event start #event_id\r\nStart event #event_id. Set start time for event to current moment (change not saved in DB).'),
    ('event stop',2,'Syntax: .event stop #event_id\r\nStop event #event_id. Set start time for event to time in past that make current moment is event stop time (change not saved in DB).'),
    ('explorecheat',3,'Syntax: .explorecheat #flag\r\n\r\nReveal  or hide all maps for the selected player. If no player is selected, hide or reveal maps to you.\r\n\r\nUse a #flag of value 1 to reveal, use a #flag value of 0 to hide all maps.'),
    ('flusharenapoints',3,'Syntax: .flusharenapoints\r\n\r\nUse it to distribute arena points based on arena team ratings, and start a new week.'),
    ('freeze',2,'Syntax: .freeze (#player)\r\n"Freezes" #player and disables his chat. When using this without #name it will freeze your target.'),
    ('gm',1,'Syntax: .gm [on/off]\r\n\r\nEnable or Disable in game GM MODE or show current state of on/off not provided.'),
    ('gm chat',1,'Syntax: .gm chat [on/off]\r\n\r\nEnable or disable chat GM MODE (show gm badge in messages) or show current state of on/off not provided.'),
    ('gm fly',3,'Syntax: .gm fly on/off\r\nEnable/disable gm fly mode.'),
    ('gm ingame',0,'Syntax: .gm ingame\r\n\r\nDisplay a list of available in game Game Masters.'),
    ('gm list',3,'Syntax: .gm list\r\n\r\nDisplay a list of all Game Masters accounts and security levels.'),
    ('gm online',0,'Syntax: .gm online\r\n\r\nDisplay a list of available Game Masters.'),
    ('gm visible',1,'Syntax: .gm visible on/off\r\n\r\nOutput current visibility state or make GM visible(on) and invisible(off) for other players.'),
    ('gmannounce',4,'Syntax: .gmannounce $announcement\r\nSend an announcement to online Gamemasters.'),
    ('gmnameannounce',2,'Syntax: .gmnameannounce $announcement.\r\nSend an announcement to all online GM''s, displaying the name of the sender.'),
    ('gmnotify',2,'Syntax: .gmnotify $notification\r\nDisplays a notification on the screen of all online GM''s.'),
    ('go creature',2,'Syntax: .go creature #creature_guid\r\nTeleport your character to creature with guid #creature_guid.\r\n.gocreature #creature_name\r\nTeleport your character to creature with this name.\r\n.gocreature id #creature_id\r\nTeleport your character to a creature that was spawned from the template with this entry.\r\n*If* more than one creature is found, then you are teleported to the first that is found inside the database.'),
    ('go graveyard',2,'Syntax: .go graveyard #graveyardId\r\n Teleport to graveyard with the graveyardId specified.'),
    ('go grid',1,'Syntax: .go grid #gridX #gridY [#mapId]\r\n\r\nTeleport the gm to center of grid with provided indexes at map #mapId (or current map if it not provided).'),
    ('go object',1,'Syntax: .go object #object_guid\r\nTeleport your character to gameobject with guid #object_guid'),
    ('go ticket',1,'Syntax: .go ticket #ticketid\r\nTeleports the user to the location where $ticketid was created.'),
    ('go trigger',2,'Syntax: .go trigger #trigger_id\r\n\r\nTeleport your character to areatrigger with id #trigger_id. Character will be teleported to trigger target if selected areatrigger is telporting trigger.'),
    ('go xy',1,'Syntax: .go xy #x #y [#mapid]\r\n\r\nTeleport player to point with (#x,#y) coordinates at ground(water) level at map #mapid or same map if #mapid not provided.'),
    ('go xyz',1,'Syntax: .go xyz #x #y #z [#mapid]\r\n\r\nTeleport player to point with (#x,#y,#z) coordinates at ground(water) level at map #mapid or same map if #mapid not provided.'),
    ('go zonexy',1,'Syntax: .go zonexy #x #y [#zone]\r\n\r\nTeleport player to point with (#x,#y) client coordinates at ground(water) level in zone #zoneid or current zone if #zoneid not provided. You can look up zone using .lookup area $namepart'),
    ('gobject activate',2,'Syntax: .gobject activate #guid\r\n\r\nActivates an object like a door or a button.'),
    ('gobject add',2,'Syntax: .gobject add #id <spawntimeSecs>\r\n\r\nAdd a game object from game object templates to the world at your current location using the #id.\r\nspawntimesecs sets the spawntime, it is optional.\r\n\r\nNote: this is a copy of .gameobject.'),
    ('gobject addtemp',2,'Adds a temporary gameobject that is not saved to DB.'),
    ('gobject delete',2,'Syntax: .gobject delete #go_guid\r\nDelete gameobject with guid #go_guid.'),
    ('gobject move',2,'Syntax: .gobject move #goguid [#x #y #z]\r\n\r\nMove gameobject #goguid to character coordinates (or to (#x,#y,#z) coordinates if its provide).'),
    ('gobject near ',3,'Syntax: .gobject near  [#distance]\r\n\r\nOutput gameobjects at distance #distance from player. Output gameobject guids and coordinates sorted by distance from character. If #distance not provided use 10 as default value.'),
    ('gobject target',2,'Syntax: .gobject target [#go_id|#go_name_part]\r\n\r\nLocate and show position nearest gameobject. If #go_id or #go_name_part provide then locate and show position of nearest gameobject with gameobject template id #go_id or name included #go_name_part as part.'),
    ('gobject turn',2,'Syntax: .gobject turn #goguid \r\n\r\nSet for gameobject #goguid orientation same as current character orientation.'),
    ('goname',1,'Syntax: .goname $charactername\r\n\r\nTeleport to the given character. Either specify the character name or click on the character''s portrait, e.g. when you are in a group.'),
    ('gps',1,'Syntax: .gps\r\n\r\nDisplay the position information for a selected character or creature. Position information includes X, Y, Z, and orientation, map Id and zone Id'),
    ('groupgo',1,'Syntax: .groupgo $charactername\r\n\r\nTeleport the given character and his group to you.'),
    ('guid',2,'Syntax: .guid\r\n\r\nDisplay the GUID for the selected character.'),
    ('guild create',2,'Syntax: .guild create $GuildLeaderName $GuildName\r\n\r\nCreate a guild named $GuildName with the player $GuildLeaderName as leader.'),
    ('guild delete',2,'Syntax: .guild delete $GuildName\r\n\r\nDelete guild $GuildName.'),
    ('guild invite',2,'Syntax: .guild invite $CharacterName $GuildName\r\n\r\nAdd $CharacterName into a guild $GuildName.'),
    ('guild rank',2,'Syntax: .guild rank $CharacterName #Rank\r\n\r\nSet for $CharacterName rank #Rank in a guild.'),
    ('guild uninvite',2,'Syntax: .guild uninvite $CharacterName\r\n\r\nRemove $CharacterName from a guild.'),
    ('help',0,'Syntax: .help [$command]\r\n\r\nDisplay usage instructions for the given $command. If no $command provided show list available commands.'),
    ('hidearea',3,'Syntax: .hidearea #areaid\r\n\r\nHide the area of #areaid to the selected character. If no character is selected, hide this area to you.'),
    ('honor add',2,'Syntax: .honor add $amount\r\n\r\nAdd a certain amount of honor (gained today) to the selected player.'),
    ('honor addkill',2,'Syntax: .honor addkikll\r\n\r\nAdd the targeted unit as one of your pvp kills today (you only get honor if it''s a racial leader or a player)'),
    ('honor update',2,'Syntax: .honor update\r\n\r\nForce the yesterday''s honor fields to be updated with today''s data, which will get reset for the selected player.'),
    ('hover',3,'Syntax: .hover #flag\r\n\r\nEnable or disable hover mode for your character.\r\n\r\nUse a #flag of value 1 to enable, use a #flag value of 0 to disable hover.'),
    ('instance listbinds',3,'Syntax: .instance listbinds\r\n  Lists the binds of the selected player.'),
    ('instance savedata',3,'Syntax: .instance savedata\r\n  Save the InstanceData for the current player''s map to the DB.'),
    ('instance stats',3,'Syntax: .instance stats\r\n  Shows statistics about instances.'),
    ('instance unbind',3,'Syntax: .instance unbind all\r\n  All of the selected player''s binds will be cleared.'),
    ('itemmove',2,'Syntax: .itemmove #sourceslotid #destinationslotid\r\n\r\nMove an item from slots #sourceslotid to #destinationslotid in your inventory\r\n\r\nNot yet implemented'),
    ('kick',2,'Syntax: .kick [$charactername] [$reason]\r\n\r\nKick the given character name from the world with or without reason. If no character name is provided then the selected player (except for yourself) will be kicked. If no reason is provided, default is "No Reason".'),
    ('learn',3,'Syntax: .learn #parameter\r\n\r\nSelected character learn a spell of id #parameter.'),
    ('learn all',3,'Syntax: .learn all\r\n\r\nLearn all big set different spell maybe useful for Administaror.'),
    ('learn all_crafts',2,'Syntax: .learn crafts\r\n\r\nLearn all professions and recipes.'),
    ('learn all_default',1,'Syntax: .learn all_default [$playername]\r\n\r\nLearn for selected/$playername player all default spells for his race/class and spells rewarded by completed quests.'),
    ('learn all_gm',2,'Syntax: .learn all_gm\r\n\r\nLearn all default spells for Game Masters.'),
    ('learn all_lang',1,'Syntax: .learn all_lang\r\n\r\nLearn all languages'),
    ('learn all_myclass',3,'Syntax: .learn all_myclass\r\n\r\nLearn all spells and talents available for his class.'),
    ('learn all_myspells',3,'Syntax: .learn all_myspells\r\n\r\nLearn all spells (except talents and spells with first rank learned as talent) available for his class.'),
    ('learn all_mytalents',3,'Syntax: .learn all_mytalents\r\n\r\nLearn all talents (and spells with first rank learned as talent) available for his class.'),
    ('learn all_recipes',2,'Syntax: .learn all_recipes [$profession]\r\rLearns all recipes of specified profession and sets skill level to max.\rExample: .learn all_recipes enchanting'),
    ('levelup',3,'Syntax: .levelup [$playername] [#numberoflevels]\r\n\r\nIncrease/decrease the level of character with $playername (or the selected if not name provided) by #numberoflevels Or +1 if no #numberoflevels provided). If #numberoflevels is omitted, the level will be increase by 1. If #numberoflevels is 0, the same level will be restarted. If no character is selected and name not provided, increase your level. Command can be used for offline character. All stats and dependent values recalculated. At level decrease talents can be reset if need. Also at level decrease equipped items with greater level requirement can be lost.'),
    ('linkgrave',3,'Syntax: .linkgrave #graveyard_id [alliance|horde]\r\n\r\nLink current zone to graveyard for any (or alliance/horde faction ghosts). This let character ghost from zone teleport to graveyard after die if graveyard is nearest from linked to zone and accept ghost of this faction. Add only single graveyard at another map and only if no graveyards linked (or planned linked at same map).'),
    ('list creature',3,'Syntax: .list creature #creature_id [#max_count]\r\n\r\nOutput creatures with creature id #creature_id found in world. Output creature guids and coordinates sorted by distance from character. Will be output maximum #max_count creatures. If #max_count not provided use 10 as default value.'),
    ('list item',3,'Syntax: .list item #item_id [#max_count]\r\n\r\nOutput items with item id #item_id found in all character inventories, mails, auctions, and guild banks. Output item guids, item owner guid, owner account and owner name (guild name and guid in case guild bank). Will be output maximum #max_count items. If #max_count not provided use 10 as default value.'),
    ('list object',3,'Syntax: .list object #gameobject_id [#max_count]\r\n\r\nOutput gameobjects with gameobject id #gameobject_id found in world. Output gameobject guids and coordinates sorted by distance from character. Will be output maximum #max_count gameobject. If #max_count not provided use 10 as default value.'),
    ('listfreeze',1,'Syntax: .listfreeze\r\n\r\nSearch and output all frozen players.'),
    ('loadscripts',3,'Syntax: .loadscripts $scriptlibraryname\r\n\r\nUnload current and load the script library $scriptlibraryname or reload current if $scriptlibraryname omitted, in case you changed it while the server was running.'),
    ('lookup area',1,'Syntax: .lookup area $namepart\r\n\r\nLooks up an area by $namepart, and returns all matches with their area ID''s.'),
    ('lookup creature',3,'Syntax: .lookup creature $namepart\r\n\r\nLooks up a creature by $namepart, and returns all matches with their creature ID''s.'),
    ('lookup event',2,'Syntax: .lookup event $name\r\nAttempts to find the ID of the event with the provided $name.'),
    ('lookup faction',3,'Syntax: .lookup faction $name\r\nAttempts to find the ID of the faction with the provided $name.'),
    ('lookup item',3,'Syntax: .lookup item $itemname\r\n\r\nLooks up an item by $itemname, and returns all matches with their Item ID''s.'),
    ('lookup itemset',3,'Syntax: .lookup itemset $itemname\r\n\r\nLooks up an item set by $itemname, and returns all matches with their Item set ID''s.'),
    ('lookup object',3,'Syntax: .lookup object $objname\r\n\r\nLooks up an gameobject by $objname, and returns all matches with their Gameobject ID''s.'),
    ('lookup player account',2,'Syntax : .lookup player account $account ($limit) \r\n\r\n Searchs players, which account username is $account with optional parametr $limit of results.'),
    ('lookup player email',2,'Syntax : .lookup player email $email ($limit) \r\n\r\n Searchs players, which account email is $email with optional parametr $limit of results.'),
    ('lookup player ip',2,'Syntax : .lookup player ip $ip ($limit) \r\n\r\n Searchs players, which account ast_ip is $ip with optional parametr $limit of results.'),
    ('lookup quest',3,'Syntax: .lookup quest $namepart\r\n\r\nLooks up a quest by $namepart, and returns all matches with their quest ID''s.'),
    ('lookup skill',3,'Syntax: .lookup skill $$namepart\r\n\r\nLooks up a skill by $namepart, and returns all matches with their skill ID''s.'),
    ('lookup spell',3,'Syntax: .lookup spell $namepart\r\n\r\nLooks up a spell by $namepart, and returns all matches with their spell ID''s.'),
    ('lookup tele',1,'Syntax: .lookup tele $substring\r\n\r\nSearch and output all .tele command locations with provide $substring in name.'),
    ('lookup title',2,'Syntax: .lookup title $$namepart\r\n\r\nLooks up a title by $namepart, and returns all matches with their title ID''s and index''s.'),
    ('maxskill',3,'Syntax: .maxskill\r\nSets all skills of the targeted player to their maximum values for its current level.'),
    ('Mod32Value',3,'Syntax: .Mod32Value #field #value\r\n\r\nAdd #value to field #field of your character.'),
    ('modify arena',3,'Syntax: .modify arena #value\r\nAdd $amount arena points to the selected player.'),
    ('modify aspeed',1,'Syntax: .modify aspeed #rate\r\n\r\nModify all speeds -run,swim,run back,swim back- of the selected player to "normalbase speed for this move type"*rate. If no player is selected, modify your speed.\r\n\r\n #rate may range from 0.1 to 10.'),
    ('modify bit',1,'Syntax: .modify bit #field #bit\r\n\r\nToggle the #bit bit of the #field field for the selected player. If no player is selected, modify your character.'),
    ('modify bwalk',1,'Syntax: .modify bwalk #rate\r\n\r\nModify the speed of the selected player while running backwards to "normal walk back speed"*rate. If no player is selected, modify your speed.\r\n\r\n #rate may range from 0.1 to 10.'),
    ('modify drunk',1,'Syntax: .modify drunk #value\r\n Set drunk level to #value (0..100). Value 0 remove drunk state, 100 is max drunked state.'),
    ('modify energy',1,'Syntax: .modify energy #energy\r\n\r\nModify the energy of the selected player. If no player is selected, modify your energy.'),
    ('modify faction',1,'Syntax: .modify faction #factionid #flagid #npcflagid #dynamicflagid\r\n\r\nModify the faction and flags of the selected creature. Without arguments, display the faction and flags of the selected creature.'),
    ('modify fly', 1, 'Syntax: .modify fly #rate\r\n.fly #rate\r\n\r\nModify the flying speed of the selected player to \"normal base fly speed\"*rate. If no player is selected, modify your fly.\r\n\r\n #rate may range from 0.1 to 50.'),
    ('modify gender',2,'Syntax: .modify gender male/female\r\n\r\nChange gender of selected player.'),
    ('modify honor',1,'Syntax: .modify honor $amount\r\n\r\nAdd $amount honor points to the selected player.'),
    ('modify hp',1,'Syntax: .modify hp #newhp\r\n\r\nModify the hp of the selected player. If no player is selected, modify your hp.'),
    ('modify mana',1,'Syntax: .modify mana #newmana\r\n\r\nModify the mana of the selected player. If no player is selected, modify your mana.'),
    ('modify money',1,'Syntax:\r\n.modify money #money\r\n.money #money\r\n\r\nAdd or remove money to the selected player. If no player is selected, modify your money.\r\n\r\n #gold can be negative to remove money.'),
    ('modify morph',2,'Syntax: .modify morph #displayid\r\n\r\nChange your current model id to #displayid.'),
    ('modify mount',1,'Syntax:\r\n.modify mount #id #speed\r\nDisplay selected player as mounted at #id creature and set speed to #speed value.'),
    ('modify rage',1,'Syntax: .modify rage #newrage\r\n\r\nModify the rage of the selected player. If no player is selected, modify your rage.'),
    ('modify rep',2,'Syntax: .modify rep #repId (#repvalue | $rankname [#delta])\r\nSets the selected players reputation with faction #repId to #repvalue or to $reprank.\r\nIf the reputation rank name is provided, the resulting reputation will be the lowest reputation for that rank plus the delta amount, if specified.\r\nYou can use ''.pinfo rep'' to list all known reputation ids, or use ''.lookup faction $name'' to locate a specific faction id.'),
    ('modify scale',1,'Syntax: .modify scale #scale\r\n\r\nChange model scale for targeted player(until re-login), or creature(until respawn).'),
    ('modify speed',1,'Syntax:\r\n.modify speed #rate\r\n.speed #rate\r\n\r\nModify the running speed of the selected player to "normal base run speed"*rate. If no player is selected, modify your speed.\r\n\r\n #rate may range from 0.1 to 10.'),
    ('modify spell',1,''),
    ('modify swim',1,'Syntax: .modify swim #rate\r\n\r\nModify the swim speed of the selected player to "normal swim speed"*rate. If no player is selected, modify your speed.\r\n\r\n #rate may range from 0.1 to 10.'),
    ('movegens',3,'Syntax: .movegens\r\n  Show movement generators stack for selected creature or player.'),
    ('mute',1,'Syntax: .mute [$playerName] $timeInMinutes [$reason]\r\n\r\nDisible chat messaging for any character from account of character $playerName (or currently selected) at $timeInMinutes minutes. Player can be offline.'),
    ('namego',1,'Syntax: .namego $charactername\r\n\r\nTeleport the given character to you.'),
    ('neargrave',3,'Syntax: .neargrave [alliance|horde]\r\n\r\nFind nearest graveyard linked to zone (or only nearest from accepts alliance or horde faction ghosts).'),
    ('notify',1,'Syntax: .notify $MessageToBroadcast\r\n\r\nSend a global message to all players online in screen.'),
    ('npc add',2,'Syntax: .npc add #creatureid\r\n\r\nSpawn a creature by the given template id of #creatureid.'),
    ('npc additem',2,'Syntax: .npc additem #itemId <#maxcount><#incrtime><#extendedcost>r\r\n\r\nAdd item #itemid to item list of selected vendor. Also optionally set max count item in vendor item list and time to item count restoring and items ExtendedCost.'),
    ('npc addtemp',2,'Adds temporary NPC, not saved to database.'),
    ('npc addweapon',3,'Not yet implemented.'),
    ('npc allowmove',3,'Syntax: .npc allowmove\r\n\r\nEnable or disable movement for the selected creature.'),
    ('npc changelevel',2,'Syntax: .npc changelevel #level\r\n\r\nChange the level of the selected creature to #level.\r\n\r\n#level may range from 1 to 63.'),
    ('npc delete',2,'Syntax: .npc delete [#guid]\r\n\r\nDelete creature with guid #guid (or the selected if no guid is provided)'),
    ('npc delitem',2,'Syntax: .npc delitem #itemId\r\n\r\nRemove item #itemid from item list of selected vendor.'),
    ('npc factionid',2,'Syntax: .npc factionid #factionid\r\n\r\nSet the faction of the selected creature to #factionid.'),
    ('npc flag',2,'Syntax: .npc flag #npcflag\r\n\r\nSet the NPC flags of creature template of the selected creature and selected creature to #npcflag. NPC flags will applied to all creatures of selected creature template after server restart or grid unload/load.'),
    ('npc follow',2,'Syntax: .npc follow\r\n\r\nSelected creature start follow you until death/fight/etc.'),
    ('npc info',3,'Syntax: .npc info\r\n\r\nDisplay a list of details for the selected creature.\r\n\r\nThe list includes:\r\n- GUID, Faction, NPC flags, Entry ID, Model ID,\r\n- Level,\r\n- Health (current/maximum),\r\n\r\n- Field flags, dynamic flags, faction template, \r\n- Position information,\r\n- and the creature type, e.g. if the creature is a vendor.'),
    ('npc move',2,'Syntax: .npc move [#creature_guid]\r\n\r\nMove the targeted creature spawn point to your coordinates.'),
    ('npc name',2,'Syntax: .npc name $name\r\n\r\nChange the name of the selected creature or character to $name.\r\n\r\nCommand disabled.'),
    ('npc playemote',3,'Syntax: .npc playemote #emoteid\r\n\r\nMake the selected creature emote with an emote of id #emoteid.'),
    ('npc setdeathstate',2,'Syntax: .npc setdeathstate on/off\r\n\r\nSet default death state (dead/alive) for npc at spawn.'),
    ('npc setmodel',2,'Syntax: .npc setmodel #displayid\r\n\r\nChange the model id of the selected creature to #displayid.'),
    ('npc setmovetype',2,'Syntax: .npc setmovetype [#creature_guid] stay/random/way [NODEL]\r\n\r\nSet for creature pointed by #creature_guid (or selected if #creature_guid not provided) movement type and move it to respawn position (if creature alive). Any existing waypoints for creature will be removed from the database if you do not use NODEL. If the creature is dead then movement type will applied at creature respawn.\r\nMake sure you use NODEL, if you want to keep the waypoints.'),
    ('npc spawndist',2,'Syntax: .npc spawndist #dist\r\n\r\nAdjust spawndistance of selected creature to dist.'),
    ('npc spawntime',2,'Syntax: .npc spawntime #time \r\n\r\nAdjust spawntime of selected creature to time.'),
    ('npc subname',2,'Syntax: .npc subname $Name\r\n\r\nChange the subname of the selected creature or player to $Name.\r\n\r\nCommand disabled.'),
    ('npc textemote',3,'Syntax: .npc textemote #emoteid\r\n\r\nMake the selected creature to do textemote with an emote of id #emoteid.'),
    ('npc unfollow',2,'Syntax: .npc unfollow\r\n\r\nSelected creature (non pet) stop follow you.'),
    ('npc whisper',1,'Syntax: .npc whisper #playerguid #text\r\nMake the selected npc whisper #text to  #playerguid.'),
    ('pdump load',3,'Syntax is: pdump load $filename $account [$newname] [$newguid]\r\nLoad character dump from dump file into character list of $account with saved or $newname, with saved (or first free) or $newguid guid.'),
    ('pdump write',3,'Syntax is: pdump write $filename $playerNameOrGUID\r\nWrite character dump with name/guid $playerNameOrGUID to file $filename.'),
    ('pet create',2,'Syntax: .pet create\r\n\r\nCreates a pet of the selected creature.'),
    ('pet learn',2,'Syntax: .pet learn\r\n\r\nLearn #spellid to pet.'),
    ('pet tp',2,'Syntax: .pet tp #\r\n\r\nChange pet''s amount of training points.'),
    ('pet unlearn',2,'Syntax: .pet unlean\r\n\r\nunLearn #spellid to pet.'),
    ('pinfo',2,'Syntax: .pinfo [$player_name] [rep]\r\n\r\nOutput account information for selected player or player find by $player_name. If "rep" parameter provided show reputation information for player.'),
    ('playall',2,'Syntax: .playall #soundid\r\n\r\nPlayer a sound to whole server.'),
    ('possess',3,'Syntax: .possess\r\n\r\nPossesses indefinitely the selected creature.'),
    ('quest add',3,'Syntax: .quest add #quest_id\r\n\r\nAdd to character quest log quest #quest_id. Quest started from item can''t be added by this command but correct .additem call provided in command output.'),
    ('quest complete',3,'Syntax: .quest complete #questid\r\nMark all quest objectives as completed for target character active quest. After this target character can go and get quest reward.'),
    ('quest remove',3,'Syntax: .quest remove #quest_id\r\n\r\nSet quest #quest_id state to not completed and not active (and remove from active quest list) for selected player.'),
    ('recall',1,'Syntax: .recall [$playername]\r\n\r\nTeleport $playername or selected player to the place where he has been before last use of a teleportation command. If no $playername is entered and no player is selected, it will teleport you.'),
    ('reload',3,'Syntax: .reload table_name\r\n\r\nReload table `table_name` if reload support added for this table and this table can be _safe_ reloaded.'),
    ('reload all',3,'Syntax: .reload all\r\n\r\nReload all tables with reload support added and that can be _safe_ reloaded.'),
    ('reload all_area',3,'Syntax: .reload all_area\r\n\r\nReload all `areatrigger_*` tables if reload support added for this table and this table can be _safe_ reloaded.'),
    ('reload all_locales',3,'Syntax: .reload all_locales\r\n\r\nReload all `locales_*` tables with reload support added and that can be _safe_ reloaded.'),
    ('reload all_loot',3,'Syntax: .reload all_loot\r\n\r\nReload all `*_loot_template` tables. This can be slow operation with lags for server run.'),
    ('reload all_quest',3,'Syntax: .reload all_quest\r\n\r\nReload all quest related tables if reload support added for this table and this table can be _safe_ reloaded.'),
    ('reload all_spell',3,'Syntax: .reload all\r\n\r\nReload all `spell_*` tables with reload support added and that can be _safe_ reloaded.'),
    ('reload config',3,'Syntax: .reload config\r\n\r\nReload config settings (by default stored in trinityd.conf). Not all settings can be change at reload: some new setting values will be ignored until restart, some values will applied with delay or only to new objects/maps, some values will explicitly rejected to change at reload.'),
    ('reload spell_linked_spell',3,'Usage: .reload spell_linked_spell\r\nReloads the spell_linked_spell DB table.'),
    ('reload tickets',4,'Usage: .reload tickets.\r\nReloads GM Tickets from the database and re-caches them into memory.'),
    ('repairitems',2,'Syntax: .repairitems\r\n\r\nRepair all selected player''s items.'),
    ('reset all',3,'Syntax: .reset all spells\r\n\r\nSyntax: .reset all talents\r\n\r\nRequest reset spells or talents at next login each existed character.'),
    ('reset honor',3,'Syntax:\r\n.reset honor [Playername]\r\n  Reset all honor data for targeted character.'),
    ('reset level',3,'Syntax:\r\n.reset level [Playername]\r\n  Reset level to 1 including reset stats and talents.  Equipped items with greater level requirement can be lost.'),
    ('reset spells',3,'Syntax:\r\n.reset spells [Playername]\r\n  Removes all non-original spells from spellbook.\r\n. Playername can be name of offline character.'),
    ('reset stats',3,'Syntax:\r\n.reset stats [Playername]\r\n  Resets(recalculate) all stats of the targeted player to their original values at current level.'),
    ('reset talents',3,'Syntax:\r\n.reset talents [Playername]\r\n  Removes all talents of the targeted player. Playername can be name of offline character.'),
    ('respawn',3,'Syntax: .respawn\r\n\r\nRespawn all nearest creatures and GO without waiting respawn time expiration.'),
    ('revive',3,'Syntax: .revive\r\n\r\nRevive the selected player. If no player is selected, it will revive you.'),
    ('save',0,'Syntax: .save\r\n\r\nSaves your character.'),
    ('saveall',1,'Syntax: .saveall\r\n\r\nSave all characters in game.'),
    ('senditems',3,'Syntax: .senditems #playername "#subject" "#text" itemid1[:count1] itemid2[:count2] ... itemidN[:countN]\r\n\r\nSend a mail to a player. Subject and mail text must be in "". If for itemid not provided related count values then expected 1, if count > max items in stack then items will be send in required amount stacks. All stacks amount in mail limited to 12.'),
    ('sendmail',1,'Syntax: .sendmail #playername "#subject" "#text"\r\n\r\nSend a mail to a player. Subject and mail text must be in "".'),
    ('sendmessage',3,'Syntax: .sendmessage $playername $message\r\n\r\nSend screen message to player from ADMINISTRATOR.'),
    ('sendmoney',3,'Syntax: .sendmoney #playername "#subject" "#text" #money\r\n\r\nSend mail with money to a player. Subject and mail text must be in "".'),
    ('server corpses',2,'Syntax: .server corpses\r\n\r\nTriggering corpses expire check in world.'),
    ('server exit',4,'Syntax: .server exit\r\n\r\nTerminate trinity-core NOW. Exit code 0.'),
    ('server idlerestart',3,'Syntax: .server idlerestart #delay\r\n\r\nRestart the server after #delay seconds if no active connections are present (no players). Use #exist_code or 2 as program exist code.'),
    ('server idlerestart cancel',3,'Syntax: .server idlerestart cancel\r\n\r\nCancel the restart/shutdown timer if any.'),
    ('server idleshutdown',3,'Syntax: .server idleshutdown #delay [#exist_code]\r\n\r\nShut the server down after #delay seconds if no active connections are present (no players). Use #exist_code or 0 as program exist code.'),
    ('server idleshutdown cancel',3,'Syntax: .server idleshutdown cancel\r\n\r\nCancel the restart/shutdown timer if any.'),
    ('server info',0,'Syntax: .server info\r\n\r\nDisplay server version and the number of connected players.'),
    ('server motd',0,'Syntax: .server motd\r\n\r\nShow server Message of the day.'),
    ('server plimit',3,'Syntax: .server plimit [#num|-1|-2|-3|reset|player|moderator|gamemaster|administrator]\r\n\r\nWithout arg show current player amount and security level limitations for login to server, with arg set player linit ($num > 0) or securiti limitation ($num < 0 or security leme name. With `reset` sets player limit to the one in the config file'),
    ('server restart',3,'Syntax: .server restart #delay\r\n\r\nRestart the server after #delay seconds. Use #exist_code or 2 as program exist code.'),
    ('server restart cancel',3,'Syntax: .server restart cancel\r\n\r\nCancel the restart/shutdown timer if any.'),
    ('server set loglevel',4,'Syntax: .server set loglevel #level\r\n\r\nSet server log level (0 - errors only, 1 - basic, 2 - detail, 3 - debug).'),
    ('server set motd',3,'Syntax: .server set motd $MOTD\r\n\r\nSet server Message of the day.'),
    ('server shutdown',3,'Syntax: .server shutdown #delay [#exist_code]\r\n\r\nShut the server down after #delay seconds. Use #exist_code or 0 as program exist code.'),
    ('server shutdown cancel',3,'Syntax: .server shutdown cancel\r\n\r\nCancel the restart/shutdown timer if any.'),
    ('setskill',3,'Syntax: .setskill #skill #level [#max]\r\n\r\nSet a skill of id #skill with a current skill value of #level and a maximum value of #max (or equal current maximum if not provide) for the selected character. If no character is selected, you learn the skill.'),
    ('showarea',3,'Syntax: .showarea #areaid\r\n\r\nReveal the area of #areaid to the selected character. If no character is selected, reveal this area to you.'),
    ('showhonor',0,'Syntax: .showhonor\r\n\r\nDisplay your honor ranking.'),
    ('start',0,'Syntax: .start\r\n\r\nTeleport you to the starting area of your character.'),
    ('taxicheat',1,'Syntax: .taxicheat on/off\r\n\r\nTemporary grant access or remove to all taxi routes for the selected character. If no character is selected, hide or reveal all routes to you.\r\n\r\nVisited taxi nodes sill accessible after removing access.'),
    ('tele',1,'Syntax: .tele #location\r\n\r\nTeleport player to a given location.'),
    ('tele add',3,'Syntax: .tele add $name\r\n\r\nAdd current your position to .tele command target locations list with name $name.'),
    ('tele del',3,'Syntax: .tele del $name\r\n\r\nRemove location with name $name for .tele command locations list.'),
    ('tele group',1,'Syntax: .tele group#location\r\n\r\nTeleport a selected player and his group members to a given location.'),
    ('tele name',1,'Syntax: .tele name #playername #location\r\n\r\nTeleport a player to a given location.'),
    ('ticket assign',3,'Usage: .ticket assign $ticketid $gmname.\r\nAssigns the specified ticket to the specified Game Master.'),
    ('ticket close',2,'Usage: .ticket close $ticketid.\r\nCloses the specified ticket. Does not delete permanently.'),
    ('ticket comment',2,'Usage: .ticket comment $ticketid $comment.\r\nAllows the adding or modifying of a comment to the specified ticket.'),
    ('ticket delete',3,'Usage: .ticket delete $ticketid.\r\nDeletes the specified ticket permanently. Ticket must be closed first.'),
    ('ticket list',1,'Displays a list of open GM tickets.'),
    ('ticket onlinelist',1,'Displays a list of open GM tickets whose owner is online.'),
    ('ticket unassign',3,'Usage: .ticket unassign $ticketid.\r\nUnassigns the specified ticket from the current assigned Game Master.'),
    ('ticket viewid',1,'Usage: .ticket viewid $ticketid.\r\nReturns details about specified ticket. Ticket must be open and not deleted.'),
    ('ticket viewname',1,'Usage: .ticket viewname $creatorname. \r\nReturns details about specified ticket. Ticket must be open and not deleted.'),
    ('titles add',2,'Syntax: .titles add #title\r\nAdd title #title (id or shift-link) to known titles list for selected player.'),
    ('titles current',2,'Syntax: .titles current #title\r\nSet title #title (id or shift-link) as current selected title for selected player. If title not in known title list for player then it will be added to list.'),
    ('titles remove',2,'Syntax: .titles remove #title\r\nRemove title #title (id or shift-link) from known titles list for selected player.'),
    ('titles setmask',2,'Syntax: .titles setmask #mask\r\n\r\nAllows user to use all titles from #mask.\r\n\r\n #mask=0 disables the title-choose-field'),
    ('unaura',3,'Syntax: .unaura #spellid\r\n\r\nRemove aura due to spell #spellid from the selected Unit.'),
    ('unban account',3,'Syntax is: unban account $Name\r\nUnban accounts for account name pattern.'),
    ('unban character',3,'Syntax is: unban character $Name\r\nUnban accounts for character name pattern.'),
    ('unban ip',3,'Syntax is: unban ip $Ip\r\nUnban accounts for IP pattern.'),
    ('unbindsight',3,'Syntax: .unbindsight\r\n\r\nRemoves bound vision. Cannot be used while currently possessing a target.'),
    ('unfreeze',2,'Syntax: .unfreeze (#player)\r\n"Unfreezes" #player and enables his chat again. When using this without #name it will unfreeze your target.'),
    ('unlearn',3,'Syntax: .unlearn #startspell #endspell\r\n\r\nUnlearn for selected player the range of spells between id #startspell and #endspell. If no #endspell is provided, just unlearn spell of id #startspell.'),
    ('unmute',1,'Syntax: .unmute $playerName\r\n\r\nRestore chat messaging for any character from account of character $playerName.'),
    ('unpossess',3,'Syntax: .unpossess\r\n\r\nIf you are possessed, unpossesses yourself; otherwise unpossesses current possessed target.'),
    ('waterwalk',2,'Syntax: .waterwalk on/off\r\n\r\nSet on/off waterwalk state for selected player or self if no player selected.'),
    ('wchange',3,'Syntax: .wchange #weathertype #status\r\n\r\nSet current weather to #weathertype with an intensity of #status.\r\n\r\n#weathertype can be 1 for rain, 2 for snow, and 3 for sand. #status can be 0 for disabled, and 1 for enabled.'),
    ('whispers',1,'Syntax: .whispers on|off\r\nEnable/disable accepting whispers by GM from players. By default use trinityd.conf setting.'),
    ('wp',2,'Using WP Command:\r\nEach Waypoint Command has it''s own description!'),
    ('wp add',2,'Syntax: .wp add [#creature_guid or Select a Creature]'),
    ('wp export',3,'Syntax: .wp export [#creature_guid or Select a Creature] $filename'),
    ('wp import',3,'Syntax: .wp import $filename'),
    ('wp modify',2,'Syntax: .wp modify [#creature_guid or Select a Creature]\r\nadd - Add a waypoint after the selected visual\r\nwaittime $time\r\nemote ID\r\nspell ID\r\ntext1| text2| text3| text4| text5 <text>\r\nmodel1 ID\r\nmodel2 ID\r\nmove(moves wp to player pos)\r\ndel (deletes the wp)\r\n\r\nOnly one parameter per time!'),
    ('wp show',2,'Syntax: .wp show [#creature_guid or Select a Creature]\r\non\r\nfirst\r\nlast\r\noff\r\ninfo\r\n\r\nFor using info you have to do first show on and than select a Visual-Waypoint and do the show info!');

     

    • Upvote 2
×