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Sharken

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Posts posted by Sharken


  1. Dobrý den všichni.

    Potřebuju poradit...

    Máme na serveru témř všechny Dungy Funkční ale ! The Lich King nam dělám problémy..

    Je to v tom že on má dělat:

    Sejde ze schodů dolů a zamrzne toho "Paladina"

    Potom bojuje s playery a vyvolavá ruzné ghuly..

    Potom všechny zabije... a začne se kolem něj točit cosi bíleho.. potom všechny revivne a bojuje se dále...

     

    Ale náš dělá vše stejně až poto že má všechny zabít...

    Připadá mi že nemuže najít ten spell vždy když už vyvolavá tu věc... spadne server...

     

     

    ZDE JE SCRIPT

     

    /*

    * Copyright © 2009 - 2010 TrinityCore <http://www.trinitycore.org/>

    *

    * This program is free software; you can redistribute it and/or modify

    * it under the terms of the GNU General Public License as published by

    * the Free Software Foundation; either version 2 of the License, or

    * (at your option) any later version.

    *

    * This program is distributed in the hope that it will be useful,

    * but WITHOUT ANY WARRANTY; without even the implied warranty of

    * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the

    * GNU General Public License for more details.

    *

    * You should have received a copy of the GNU General Public License

    * along with this program; if not, write to the Free Software

    * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA

    */

     

    #include "ScriptPCH.h"

    #include "icecrown_citadel.h"

     

    #define GOSSIP_START_EVENT "We are ready, Tirion!" //official

     

    enum Yells

    {

    SAY_INTRO_1_KING = -1810001,

    SAY_INTRO_2_TIRION = -1810002,

    SAY_INTRO_3_KING = -1810003,

    SAY_INTRO_4_TIRION = -1810004,

    SAY_INTRO_5_KING = -1810005,

    SAY_AGGRO_KING = -1810006,

    SAY_REMORSELESS_WINTER = -1810007,

    SAY_RANDOM_1 = -1810008,

    SAY_RANDOM_2 = -1810009,

    SAY_KILL_1 = -1810010,

    SAY_KILL_2 = -1810011,

    SAY_BERSERK = -1810012,

    SAY_ENDING_1_KING = -1810013,

    SAY_ENDING_2_KING = -1810014,

    SAY_ENDING_3_KING = -1810015,

    SAY_ENDING_4_KING = -1810016,

    SAY_ENDING_5_TIRION = -1810017,

    SAY_ENDING_6_KING = -1810018,

    SAY_ENDING_7_KING = -1810019,

    SAY_ENDING_8_TIRION = -1810020,

    SAY_ENDING_9_FATHER = -1810021,

    SAY_ENDING_10_TIRION = -1810022,

    SAY_ENDING_11_FATHER = -1810023,

    SAY_ENDING_12_KING = -1810024,

    SAY_DEATH_KING = -1810025,

    SAY_ESCAPE_FROSTMOURNE = -1810026,

    SAY_HARVEST_SOUL = -1810027,

    SAY_DEVOURED_FROSTMOURNE = -1810028,

    SAY_SUMMON_VALKYR = -1810029,

    SAY_BROKEN_ARENA = -1810030,

    SAY_10_PROZENT = -1810031,

    };

     

    enum Creatures

    {

    CREATURE_TIRION_ICC = 38995,

    CREAUTRE_MENETHIL = 38579,

    CREATURE_FROSTMOURNE_TRIGGER = 38584,

    CREATURE_ICE_SPHERE = 36633,

    CREATURE_VALKYR = 36609,

    CREATURE_DEFILE = 38757,

    CREATURE_RAGING_SPIRIT = 36701,

    CREATURE_TRIGGER = 30494,

    };

     

    enum Models

    {

    MODEL_INVISIBLE = 11686,

    };

     

    enum LichKingSpells

    {

    /***** Phase 1 Spells *****/

    SPELL_SUMMON_SHAMBLING_HORROR = 70372,

    SPELL_SUMMON_DRUDGE_GHOULS = 70358,

    SPELL_INFEST = 70541,

    SPELL_NECROTIC_PLAGUE = 70337,

    SPELL_PLAGUE_SIPHON = 74074,

     

    /***** Pre Phase Spells *****/

    SPELL_REMORSELES_WINTER = 68981,

    SPELL_PAIN_AND_SUFFERING = 72133,

    SPELL_SUMMON_ICE_SPEHERE = 69104,

    SPELL_SUMMON_RAGING_SPIRIT = 69200,

     

    /******* Phase 2 Spells ******/

    SPELL_SUMMON_VALKYR = 69037,

    SPELL_SOUL_REAPER = 69409,

    SPELL_SUMMON_DEFILE = 72754,

     

    /******* Phase 3Spells ******/

    SPELL_HARVEST_SOULS = 68980,

    SPELL_HARVEST_SOUL_TELEPORT = 71372,

    SPELL_SUMMON_VILE_SPIRIT = 70498,

    N_25_SPELL_HARVEST_SOULS = 74325,

    };

     

    enum OtherSpells

    {

    SPELL_QUAKE = 72262,

    SPELL_CHANNEL_KING = 71769,

    SPELL_BROKEN_FROSTMOURNE = 72398,

    SPELL_BOOM_VISUAL = 72726,

    SPELL_ICEBLOCK_TRIGGER = 71614,

    SPELL_TIRION_LIGHT = 71797,

    SPELL_FROSTMOURNE_TRIGGER = 72405,

    SPELL_SUMMON_BROKEN_FROSTMOURNE = 72406,

    SPELL_DISENGAGE = 61508,

    SPELL_FURY_OF_FROSTMOURNE = 70063,

    SPELL_REVIVE_VISUAL = 37755,

    SPELL_REVIVE = 51918,

    SPELL_CLONE_PLAYER = 57507,

    SPELL_BERSERK = 47008,

    SPELL_RAGING_SPIRIT_VISUAL = 69198,

    SPELL_DAMAGE_DEFILE = 72743,

    SPELL_SPAWN_DEFILE = 72762,

    SPELL_ICE_SPHERE_VISUAL = 69090,

    SPELL_ICE_PULSE = 69091,

    SPELL_ICE_BURST = 69108,

    };

     

    enum DefileDamage

    {

    DEFILE_N_10_DAMAGE = 3000,

    DEFILE_N_25_DAMAGE = 5000,

    };

     

    #define MOVIE_ID_ARTHAS_DEATH 14

     

    const Position MovePosition = {461.792633, -2125.855957, 1040.860107};

    const Position MoveEndingPosition = {503.156525, -2124.516602, 1040.860107};

    const Position MoveTirionFrostmourne = {490.110779, -2124.989014, 1040.860352};

    const Position MoveTirionAttack = {478.333466, -2124.618652, 1040.859863};

    const Position ValkyrMoveMent = {498.004486, 2201.573486, 1046.093872};

     

    struct Locations

    {

    float x,y,z;

    };

     

    static Locations TeleportPoint[]=

    {

    {959.996, 212.576, 193.843},

    {932.537, 231.813, 193.838},

    {958.675, 254.767, 193.822},

    {946.955, 201.316, 192.535},

    {944.294, 149.676, 197.551},

    {930.548, 284.888, 193.367},

    {965.997, 278.398, 195.777}

    };

     

    Creature* pLichKing;

    Creature* pTirion;

    Creature* pFather;

    Creature* pFrostmourne;

    Creature* pSafeZone;

     

    struct boss_lich_kingAI : public ScriptedAI

    {

    boss_lich_kingAI(Creature* pCreature) : ScriptedAI(pCreature), summons(me)

    {

    m_pInstance = pCreature->GetInstanceData();

    pLichKing = me;

    }

     

    ScriptedInstance* m_pInstance;

     

    bool m_bIsDeathPhase;

    bool m_bIsTirionSpawned;

    bool m_bIsTriggerSpawned;

    bool m_bIsBerserk;

    bool m_bIsSwitchPhase1;

    bool m_bIsSwitchPhase2;

     

    uint32 m_uiEndingTimer;

    uint32 m_uiEndingPhase;

    uint32 m_uiPhase;

    uint32 m_uiTirionSpawneTimer;

     

    /******************* Spells Phase 1 ********************/

    uint32 m_uiSummonShamblingHorrorTimer;

    uint32 m_uiSummonDrudgeGhoulsTimer;

    uint32 m_uiInfestTimer;

    uint32 m_uiNecroticPlagueTimer;

    uint32 m_uiPlagueSiphonTimer;

    uint32 m_uiBerserkTimer;

     

    /******************* Spells Phase 2 ********************/

    uint32 m_uiSummonValkyrTimer;

    uint32 m_uiSoulReaperTimer;

    uint32 m_uiDefileTimer;

     

    /******************* Spells Phase 3 ********************/

    uint32 m_uiHarvestSoulTimer;

    uint32 m_uiSummonVileSpiritTimer;

    uint32 m_uiFrostGramPortTimer;

     

    /******************* Pre Phase Spells ********************/

    uint32 m_uiRemorselesWinterTimer;

    uint32 m_uiPainandSufferingTimer;

    uint32 m_uiQuakeTimer;

    uint32 m_uiIcePulsSummonTimer;

    uint32 m_uiSummonSpiritTimer;

    uint32 m_uiRandomSpeechTimer;

     

    SummonList summons;

     

    void Reset()

    {

    me->SetReactState(REACT_PASSIVE);

     

    /******************* Phasen ******************/

    m_uiPhase = 0;

    m_uiRandomSpeechTimer = urand(25*IN_MILISECONDS,35*IN_MILISECONDS);

    m_uiBerserkTimer = 900000;

     

    /******************* Spells Phase 1 ********************/

    m_uiSummonShamblingHorrorTimer = 20000;

    m_uiSummonDrudgeGhoulsTimer = 20000;

    m_uiInfestTimer = 30000;

    m_uiNecroticPlagueTimer = 30000;

    m_uiPlagueSiphonTimer = 5000;

    m_uiTirionSpawneTimer = 5000;

     

    /****************** Spells Phase 1.5 & Phase 2.5 **************/

    m_uiRemorselesWinterTimer = 5000;

    m_uiQuakeTimer = 70000;

    m_uiIcePulsSummonTimer = 10000;

    m_uiPainandSufferingTimer = urand(10*IN_MILISECONDS,11*IN_MILISECONDS);

    m_uiSummonSpiritTimer = 18000;

     

    /******************* Spells Phase 2 *********************/

    m_uiSummonValkyrTimer = 20000;

    m_uiSoulReaperTimer = 15000;

    m_uiDefileTimer = 25000;

    m_uiInfestTimer = 40000;

     

    /******************* Spells Phase 3 **********************/

    m_uiSummonVileSpiritTimer = 30000;

    m_uiHarvestSoulTimer = 70000;

    m_uiFrostGramPortTimer = 900000;

     

    /*********************** Other ***********************/

    m_bIsDeathPhase = false;

    m_bIsTirionSpawned = false;

    m_bIsTriggerSpawned = false;

    m_bIsBerserk = false;

    m_bIsSwitchPhase1 = false;

    m_bIsSwitchPhase2 = false;

     

    if(m_pInstance)

    m_pInstance->SetData(DATA_LICH_KING_EVENT, NOT_STARTED);

     

    summons.DespawnAll();

     

    me->SetSpeed(MOVE_RUN, 1.8f);

     

    me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISARMED);

    }

     

    void EnterCombat(Unit* pWho)

    {

    DoScriptText(SAY_AGGRO_KING, me);

    m_uiPhase = 1;

     

    if(m_pInstance)

    m_pInstance->SetData(DATA_LICH_KING_EVENT, IN_PROGRESS);

    }

     

    void JustDied(Unit* pKiller)

    {

    DoScriptText(SAY_DEATH_KING, me);

     

    Map::PlayerList const &PlList = me->GetMap()->GetPlayers();

     

    if (PlList.isEmpty())

    return;

     

    for (Map::PlayerList::const_iterator i = PlList.begin(); i != PlList.end(); ++i)

    {

    if (Player* pPlayer = i->getSource())

    {

    pPlayer->SendMovieStart(16);

    }

    }

     

    if(m_pInstance)

    m_pInstance->SetData(DATA_LICH_KING_EVENT, DONE);

    }

     

    void JustReachedHome()

    {

    if(m_pInstance)

    m_pInstance->SetData(DATA_LICH_KING_EVENT, FAIL);

    }

     

    void KilledUnit(Unit *victim)

    {

    if(!m_bIsDeathPhase)

    DoScriptText(RAND(SAY_KILL_1,SAY_KILL_2), me);

    }

     

    void SummonedCreatureDespawn(Creature *summon)

    {

    summons.Despawn(summon);

    }

     

    void JustSummoned(Creature *summon)

    {

    if (summon->GetEntry() == CREATURE_ICE_SPHERE)

     

    if (Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM))

    summon->AI()->AttackStart(pTarget);

    summons.Summon(summon);

    }

     

    /************* 10% Ending Start ************/

    void SetEnding()

    {

    m_uiEndingTimer = 4000;

    m_uiEndingPhase = 1;

    EndingPhase();

    }

     

    void Phasenswitch()

    {

    me->SetReactState(REACT_PASSIVE);

    me->AttackStop();

    me->GetMotionMaster()->MovePoint(0, MoveEndingPosition);

    }

     

    void KingEnding(uint32 uiTimer)

    {

    m_uiEndingTimer = uiTimer;

    ++m_uiEndingPhase;

    }

     

    void UpdateAI(const uint32 uiDiff)

    {

    if (m_uiTirionSpawneTimer < uiDiff && !m_bIsTirionSpawned)

    {

    me->SummonCreature(CREATURE_TIRION_ICC, 528.552002, -2124.620117, 1040.859985, 3.183670, TEMPSUMMON_CORPSE_DESPAWN, 5000);

    m_bIsTirionSpawned = true;

    }

    else m_uiTirionSpawneTimer -= uiDiff;

     

    if(!UpdateVictim())

    return;

     

    if(!m_bIsDeathPhase)

    {

    if (m_uiRandomSpeechTimer < uiDiff)

    {

    DoScriptText(RAND(SAY_RANDOM_1,SAY_RANDOM_2), me);

    m_uiRandomSpeechTimer = urand(30*IN_MILISECONDS,35*IN_MILISECONDS);

    }

    else m_uiRandomSpeechTimer -= uiDiff;

    }

     

     

    if (m_uiBerserkTimer < uiDiff && !m_bIsBerserk)

    {

    DoScriptText(SAY_BERSERK, me);

    DoCast(me, SPELL_BERSERK);

    m_bIsBerserk = true;

    }

    else m_uiBerserkTimer -= uiDiff;

     

    /******************** Start Phase 1 Spells ********************/

    if(m_uiPhase == 1)

    {

    if (m_uiInfestTimer < uiDiff)

    {

    DoCast(me, SPELL_INFEST);

    m_uiInfestTimer = 30000;

    }

    else m_uiInfestTimer -= uiDiff;

     

    if (m_uiPlagueSiphonTimer < uiDiff)

    {

    DoCast(me, SPELL_PLAGUE_SIPHON);

    m_uiPlagueSiphonTimer = 30000;

    }

    else m_uiPlagueSiphonTimer -= uiDiff;

     

    if (m_uiSummonDrudgeGhoulsTimer < uiDiff)

    {

    DoCast(me, SPELL_SUMMON_DRUDGE_GHOULS);

    m_uiSummonDrudgeGhoulsTimer = 20000;

    }

    else m_uiSummonDrudgeGhoulsTimer -= uiDiff;

     

    if (m_uiSummonShamblingHorrorTimer < uiDiff)

    {

    DoCast(me, SPELL_SUMMON_SHAMBLING_HORROR);

    m_uiSummonShamblingHorrorTimer = 60000;

    }

    else m_uiSummonShamblingHorrorTimer -= uiDiff;

     

    if (m_uiNecroticPlagueTimer < uiDiff)

    {

    if (Unit* target = SelectUnit(SELECT_TARGET_RANDOM,0))

    DoCast(target, SPELL_NECROTIC_PLAGUE);

    m_uiNecroticPlagueTimer = 5000;

    }

    else m_uiNecroticPlagueTimer -= uiDiff;

    }

     

    /******************** Start Phase 1.5 Spells ********************/

    if(m_uiPhase == 2)

    {

    if (m_uiRemorselesWinterTimer < uiDiff)

    {

    DoScriptText(SAY_REMORSELESS_WINTER, me);

    DoCast(me, SPELL_REMORSELES_WINTER);

    m_uiRemorselesWinterTimer = 90000;

    }

    else m_uiRemorselesWinterTimer -= uiDiff;

     

    if (m_uiSummonSpiritTimer < uiDiff)

    {

    if (Unit* target = SelectUnit(SELECT_TARGET_RANDOM,0))

    DoCast(target, SPELL_SUMMON_RAGING_SPIRIT);

    m_uiSummonSpiritTimer = 16000;

    }

    else m_uiSummonSpiritTimer -= uiDiff;

     

    if (m_uiIcePulsSummonTimer < uiDiff)

    {

    DoCast(me, SPELL_SUMMON_ICE_SPEHERE);

    m_uiIcePulsSummonTimer = 15000;

    }

    else m_uiIcePulsSummonTimer -= uiDiff;

     

    if (m_uiPainandSufferingTimer < uiDiff)

    {

    if (Unit* target = SelectUnit(SELECT_TARGET_RANDOM, 0))

    DoCast(target, SPELL_PAIN_AND_SUFFERING);

    m_uiPainandSufferingTimer = 2000;

    }

    else m_uiPainandSufferingTimer -= uiDiff;

     

    if (m_uiQuakeTimer < uiDiff)

    {

    DoScriptText(SAY_BROKEN_ARENA, me);

    DoCast(me, SPELL_QUAKE);

    me->SetReactState(REACT_AGGRESSIVE);

    me->GetMotionMaster()->Clear();

    me->GetMotionMaster()->MoveChase(me->getVictim());

    m_uiPhase = 3;

     

    }

    else m_uiQuakeTimer -= uiDiff;

    }

     

    /******************** Start Phase 2 Spells ********************/

    if(m_uiPhase == 3)

    {

    if (m_uiDefileTimer < uiDiff)

    {

    if (Unit* target = SelectUnit(SELECT_TARGET_RANDOM,0))

    DoCast(target, SPELL_SPAWN_DEFILE);

    m_uiDefileTimer = 20000;

    }

    else m_uiDefileTimer -= uiDiff;

     

    if (m_uiSummonValkyrTimer < uiDiff)

    {

    DoScriptText(SAY_SUMMON_VALKYR, me);

    me->SummonCreature(CREATURE_VALKYR, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()+10, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 99999999);

    //DoCast(me, SPELL_SUMMON_VALKYR);

    m_uiSummonValkyrTimer = 20000;

    }

    else m_uiSummonValkyrTimer -= uiDiff;

     

    if (m_uiSoulReaperTimer < uiDiff)

    {

    DoCast(me->getVictim(), SPELL_SOUL_REAPER);

    m_uiSoulReaperTimer = 20000;

    }

    else m_uiSoulReaperTimer -= uiDiff;

     

    if (m_uiInfestTimer < uiDiff)

    {

    DoCast(me, SPELL_INFEST);

    m_uiInfestTimer = urand(30*IN_MILISECONDS,35*IN_MILISECONDS);

    }

    else m_uiInfestTimer -= uiDiff;

    }

     

    /******************** Start Phase 2.5 Spells ********************/

    if(m_uiPhase == 4)

    {

    if (m_uiRemorselesWinterTimer < uiDiff)

    {

    DoScriptText(SAY_REMORSELESS_WINTER, me);

    DoCast(me, SPELL_REMORSELES_WINTER);

    m_uiRemorselesWinterTimer = 90000;

    }

    else m_uiRemorselesWinterTimer -= uiDiff;

     

    if (m_uiSummonSpiritTimer < uiDiff)

    {

    if (Unit* target = SelectUnit(SELECT_TARGET_RANDOM,0))

    DoCast(target, SPELL_SUMMON_RAGING_SPIRIT);

    m_uiSummonSpiritTimer = 16000;

    }

    else m_uiSummonSpiritTimer -= uiDiff;

     

    if (m_uiIcePulsSummonTimer < uiDiff)

    {

    DoCast(me, SPELL_SUMMON_ICE_SPEHERE);

    m_uiIcePulsSummonTimer = 15000;

    }

    else m_uiIcePulsSummonTimer -= uiDiff;

     

    if (m_uiPainandSufferingTimer < uiDiff)

    {

    if (Unit* target = SelectUnit(SELECT_TARGET_RANDOM,0))

    DoCast(target, SPELL_PAIN_AND_SUFFERING);

    m_uiPainandSufferingTimer = 3000;

    }

    else m_uiPainandSufferingTimer -= uiDiff;

     

    if (m_uiQuakeTimer < uiDiff)

    {

    DoScriptText(SAY_BROKEN_ARENA, me);

    DoCast(me, SPELL_QUAKE);

    me->SetReactState(REACT_AGGRESSIVE);

    me->GetMotionMaster()->Clear();

    me->GetMotionMaster()->MoveChase(me->getVictim());

    m_uiPhase = 5;

    }

    else m_uiQuakeTimer -= uiDiff;

    }

     

    /******************** Start Phase 3 Spells ********************/

    if(m_uiPhase == 5)

    {

    if (m_uiSummonVileSpiritTimer < uiDiff)

    {

    DoCast(me, SPELL_SUMMON_VILE_SPIRIT);

    m_uiSummonVileSpiritTimer = 30000;

    }

    else m_uiSummonVileSpiritTimer -= uiDiff;

     

    if (m_uiHarvestSoulTimer < uiDiff)

    {

    DoScriptText(SAY_HARVEST_SOUL, me);

    Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);

    DoCast(pTarget, SPELL_HARVEST_SOULS);

    m_uiHarvestSoulTimer = 70000;

    }

    else m_uiHarvestSoulTimer -= uiDiff;

    }

     

    DoMeleeAttackIfReady();

     

    /*************** Start Ending Phase ******************/

    if (m_uiEndingTimer <= uiDiff)

    EndingPhase();

    else m_uiEndingTimer -= uiDiff;

     

    /************* Switch Phase 1 to 2 *************/

    if (HealthBelowPct(70) && !m_bIsSwitchPhase1)

    {

    m_uiPhase = 2;

    Phasenswitch();

    m_bIsSwitchPhase1 = true;

    }

    else /************* Switch Phase 2 to 3 **************/

    if (HealthBelowPct(40) && !m_bIsSwitchPhase2)

    {

    m_uiPhase = 4;

    m_uiRemorselesWinterTimer = 5000;

    m_uiQuakeTimer = 70000;

    m_uiIcePulsSummonTimer = 10000;

    m_uiPainandSufferingTimer = 10000;

    m_uiSummonSpiritTimer = 18000;

    Phasenswitch();

    m_bIsSwitchPhase2 = true;

    }

    else /************* Save Trigger Spawned ************/

    if (HealthBelowPct(11) && !m_bIsTriggerSpawned)

    {

    pSafeZone = me->SummonCreature(CREATURE_TRIGGER, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), 0, TEMPSUMMON_CORPSE_DESPAWN, 360000);

    pSafeZone->AI()->AttackStart(me);

    pSafeZone->SetDisplayId(MODEL_INVISIBLE);

    m_bIsTriggerSpawned = true;

    }

    else /************* Switch Phase 5 to 6 Ending Phase *************/

    if (HealthBelowPct(10) && !m_bIsDeathPhase)

    {

    m_uiPhase = 6;

    m_bIsDeathPhase = true;

    SetEnding();

    }

    }

    /************ 10% Ending *************/

    void ReviveCinematic()

    {

    Map::PlayerList const &PlList = pFather->GetMap()->GetPlayers();

     

    if (PlList.isEmpty())

    return;

     

    for (Map::PlayerList::const_iterator i = PlList.begin(); i != PlList.end(); ++i)

    {

    if (Player* pPlayer = i->getSource())

    {

    if (pPlayer && pPlayer->isDead())

    {

    pFather->CastSpell(pPlayer, 26687, true);

    pPlayer->ResurrectPlayer(100, false);

    }

    }

    }

    }

     

    void EndingPhase()

    {

    if( m_uiEndingTimer )

    {

    switch(m_uiEndingPhase)

    {

    case 1:

    me->GetMotionMaster()->MoveIdle();

    me->SetReactState(REACT_PASSIVE);

    me->AttackStop();

    me->CastStop();

    DoResetThreat();

    DoScriptText(SAY_10_PROZENT, me);

    DoCastAOE(SPELL_FURY_OF_FROSTMOURNE);

    KingEnding(5000);

    break;

    case 2:

    KingEnding(10000);

    break;

    case 3:

    DoScriptText(SAY_ENDING_1_KING, me);

    KingEnding(24000);

    break;

    case 4:

    DoScriptText(SAY_ENDING_2_KING, me);

    KingEnding(25000);

    break;

    case 5:

    me->GetMotionMaster()->MovePoint(0, MoveEndingPosition);

    KingEnding(4000);

    break;

    case 6:

    DoCastAOE(SPELL_CHANNEL_KING);

    DoScriptText(SAY_ENDING_3_KING, me);

    KingEnding(26000);

    break;

    case 7:

    DoScriptText(SAY_ENDING_4_KING, me);

    KingEnding(9000);

    break;

    case 8:

    DoScriptText(SAY_ENDING_5_TIRION, pTirion);

    KingEnding(9000);

    break;

    case 9:

    pTirion->CastSpell(pTirion, SPELL_TIRION_LIGHT, false);

    KingEnding(5000);

    break;

    case 10:

    pTirion->RemoveAurasDueToSpell(SPELL_ICEBLOCK_TRIGGER);

    KingEnding(2000);

    break;

    case 11:

    pTirion->GetMotionMaster()->MovePoint(0, MoveTirionFrostmourne);

    KingEnding(1000);

    break;

    case 12:

    pTirion->GetMotionMaster()->MoveJump(517.482910, -2124.905762, 1040.861328, 10.0f, 15.0f); //pTirion->JumpTo(pFrostmourne, 15.0f);

    pTirion->SetUInt32Value(UNIT_NPC_EMOTESTATE, 375);

    KingEnding(1000);

    break;

    case 13:

    me->RemoveAura(SPELL_CHANNEL_KING);

    me->CastSpell(me, SPELL_BOOM_VISUAL, false);

    KingEnding(300);

    break;

    case 14:

    me->CastSpell(me, SPELL_SUMMON_BROKEN_FROSTMOURNE, false);

    KingEnding(3000);

    break;

    case 15:

    me->CastSpell(me, 73017, false);

    KingEnding(1000);

    break;

    case 16:

    DoScriptText(SAY_ENDING_6_KING, me);

    KingEnding(3000);

    break;

    case 17:

    pFrostmourne = me->SummonCreature(27880, me->GetPositionX()+2, me->GetPositionY()+2, me->GetPositionZ(), 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 99999999);

    pFrostmourne->CastSpell(pFrostmourne, SPELL_BROKEN_FROSTMOURNE, false);

    pFrostmourne->CastSpell(pFrostmourne, SPELL_FROSTMOURNE_TRIGGER, false);

    pFrostmourne->GetMotionMaster()->MoveChase(me);

    me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISARMED);

    //pTirion->CastSpell(pTirion, SPELL_DISENGAGE, false);

    KingEnding(2000);

    break;

    case 18:

    me->RemoveAllAuras();

    me->RemoveAura(SPELL_SUMMON_BROKEN_FROSTMOURNE);

    DoScriptText(SAY_ENDING_7_KING, me);

    me->SetUInt32Value(UNIT_NPC_EMOTESTATE, 473);

    KingEnding(5000);

    break;

    case 19:

    DoScriptText(SAY_ENDING_8_TIRION, pTirion);

    KingEnding(6000);

    break;

    case 20:

    DoScriptText(SAY_ENDING_9_FATHER, pFather);

    pFather = me->SummonCreature(CREAUTRE_MENETHIL, me->GetPositionX()+5, me->GetPositionY()+5, me->GetPositionZ(), 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 0);

    KingEnding(6000);

    break;

    case 21:

    DoScriptText(SAY_ENDING_11_FATHER, pFather);

    pFather->CastSpell(pFather, SPELL_REVIVE_VISUAL, false);

    ReviveCinematic();

    KingEnding(6000);

    break;

    case 22:

    DoScriptText(SAY_ENDING_10_TIRION, pTirion);

    KingEnding(5000);

    break;

    case 23:

    DoScriptText(SAY_ENDING_12_KING, me);

    //pTirion->SetReactState(REACT_AGGRESSIVE);

    //pTirion->AI()->AttackStart(me);

    //pFather->AI()->AttackStart(me);

    KingEnding(5000);

    break;

    }

    }

    }

    };

     

    struct boss_TirionCitadellAI : public ScriptedAI

    {

    boss_TirionCitadellAI(Creature* pCreature) : ScriptedAI(pCreature)

    {

    m_pInstance = (ScriptedInstance*)pCreature->GetInstanceData();

    pTirion = me;

    }

     

    ScriptedInstance* m_pInstance;

     

    uint32 m_uiIntroTimer;

    uint32 m_uiIntroPhase;

     

    void Reset()

    {

    m_uiIntroTimer = 0;

    m_uiIntroPhase = 0;

     

    me->SetReactState(REACT_PASSIVE);

    me->SetSpeed(MOVE_RUN, 1.8f);

    me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);

    }

     

    void StartEvent()

    {

    m_uiIntroTimer = 1000;

    m_uiIntroPhase = 1;

    Intro();

    }

     

    void KingIntro(uint32 uiTimer)

    {

    m_uiIntroTimer = uiTimer;

    ++m_uiIntroPhase;

    }

     

    /************* Intro Start Event *************/

    void Intro()

    {

    if( m_uiIntroTimer )

    {

    switch( m_uiIntroPhase )

    {

    case 1:

    pLichKing->SetStandState(UNIT_STAND_STATE_STAND);

    pLichKing->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);

    pLichKing->SetSpeed(MOVE_WALK, 1.2f);

    pLichKing->GetMotionMaster()->MovePoint(0, MovePosition);

    me->SetUInt32Value(UNIT_NPC_EMOTESTATE, 375);

    KingIntro(3000);

    break;

    case 2:

    pLichKing->SetUInt32Value(UNIT_NPC_EMOTESTATE, 1);

    DoScriptText(SAY_INTRO_1_KING, pLichKing);

    KingIntro(14000);

    break;

    case 3:

    pLichKing->SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);

    DoScriptText(SAY_INTRO_2_TIRION, me);

    KingIntro(9000);

    break;

    case 4:

    DoScriptText(SAY_INTRO_3_KING, pLichKing);

    pLichKing->SetUInt32Value(UNIT_NPC_EMOTESTATE, 392);

    KingIntro(3000);

    break;

    case 5:

    pLichKing->SetUInt32Value(UNIT_NPC_EMOTESTATE, 397);

    KingIntro(2000);

    break;

    case 6:

    pLichKing->SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);

    KingIntro(21000);

    break;

    case 7:

    me->SetUInt32Value(UNIT_NPC_EMOTESTATE, 397);

    DoScriptText(SAY_INTRO_4_TIRION, me);

    KingIntro(1000);

    break;

    case 8:

    me->SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);

    me->GetMotionMaster()->MovePoint(0, MoveTirionAttack);

    KingIntro(4000);

    break;

    case 9:

    pTirion->CastSpell(pLichKing, SPELL_ICEBLOCK_TRIGGER, false);

    KingIntro(2000);

    break;

    case 10:

    pLichKing->SetUInt32Value(UNIT_NPC_EMOTESTATE, 1);

    DoScriptText(SAY_INTRO_5_KING, pLichKing);

    KingIntro(12000);

    break;

    case 11:

    pLichKing->SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);

    pLichKing->SetReactState(REACT_AGGRESSIVE);

    KingIntro(6000);

    break;

    }

    }

    }

     

    void UpdateAI(const uint32 uiDiff)

    {

    if (m_uiIntroTimer <= uiDiff)

    Intro();

    else m_uiIntroTimer -= uiDiff;

     

    if (m_pInstance && m_pInstance->GetData(DATA_LICH_KING_EVENT) == IN_PROGRESS || m_pInstance->GetData(DATA_LICH_KING_EVENT) == DONE)

    {

    me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);

    }

     

    if (m_pInstance && m_pInstance->GetData(DATA_LICH_KING_EVENT) == NOT_STARTED)

    {

    me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);

    }

    }

    };

     

    struct mob_IcePulsAI : public ScriptedAI

    {

    mob_IcePulsAI(Creature *pCreature) : ScriptedAI(pCreature)

    {

    DoCast(me, SPELL_ICE_SPHERE_VISUAL);

    }

     

    uint32 m_uiIcePulseTimer;

    uint32 m_uiIceBurstCheckTimer;

     

    void Reset()

    {

    m_uiIcePulseTimer = 2000;

    m_uiIceBurstCheckTimer = 2000;

    }

     

    void EnterCombat(Unit *who)

    {

    DoZoneInCombat();

    }

     

    void UpdateAI(const uint32 uiDiff)

    {

    if (!UpdateVictim())

    return;

     

    if (me->getVictim()->GetTypeId() != TYPEID_PLAYER)

    return;

     

    if (m_uiIcePulseTimer < uiDiff)

    {

    DoCast(me->getVictim(), SPELL_ICE_PULSE, true);

    }

    else m_uiIcePulseTimer -= uiDiff;

     

    if (m_uiIceBurstCheckTimer < uiDiff)

    {

    if (me->IsWithinDistInMap(me->getVictim(), 3))

    DoCast(me->getVictim(), SPELL_ICE_BURST);

    m_uiIceBurstCheckTimer = 2000;

    }

    else m_uiIceBurstCheckTimer -= uiDiff;

    }

    };

     

    struct mob_ValkyrAI : public ScriptedAI

    {

    mob_ValkyrAI(Creature *pCreature) : ScriptedAI(pCreature), vehicle(me->GetVehicleKit())

    {

    assert(vehicle);

    }

     

    uint32 m_uiGrabTimer;

    uint32 m_uiMovementTimer;

    uint32 m_uiFallPlayerTimer;

     

    Vehicle *vehicle;

     

    void Reset()

    {

    me->SetFlying(true);

    m_uiGrabTimer = 2000;

    m_uiMovementTimer = 3000;

    m_uiFallPlayerTimer = 10000;

    }

     

    void EnterCombat(Unit *who)

    {

    DoZoneInCombat();

    }

     

    void UpdateAI(const uint32 uiDiff)

    {

    if (!UpdateVictim())

    return;

     

    if (m_uiGrabTimer < uiDiff)

    {

    if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))

    {

    pTarget->EnterVehicle(vehicle);

    }

    m_uiGrabTimer = 120000;

    }

    else m_uiGrabTimer -= uiDiff;

     

    if (m_uiMovementTimer < uiDiff)

    {

    me->GetMotionMaster()->MovePoint(0, ValkyrMoveMent);

    m_uiMovementTimer = 120000;

    }

    else m_uiMovementTimer -= uiDiff;

     

    if (m_uiFallPlayerTimer < uiDiff)

    {

    vehicle->RemoveAllPassengers();

    m_uiFallPlayerTimer = 120000;

    }

    else m_uiFallPlayerTimer -= uiDiff;

    }

    };

     

    struct mob_GhoulAI : public ScriptedAI

    {

    mob_GhoulAI(Creature *pCreature) : ScriptedAI(pCreature)

    {

    }

     

    uint32 m_uiLifeTimer;

    uint32 m_uiAggroTimer;

     

    bool m_bIsLife;

    bool m_bIsAggroTimer;

     

    void Reset()

    {

    m_uiLifeTimer = 1000;

    m_uiAggroTimer = 4000;

    m_bIsLife = false;

    m_bIsAggroTimer = false;

    }

     

    void EnterCombat(Unit *who)

    {

    DoZoneInCombat();

    }

     

    void UpdateAI(const uint32 uiDiff)

    {

    if (!UpdateVictim())

    return;

     

    if (m_uiLifeTimer < uiDiff && !m_bIsLife)

    {

    me->SetUInt32Value(UNIT_NPC_EMOTESTATE, 449);

    m_bIsLife = true;

    }

    else m_uiLifeTimer -= uiDiff;

     

    if (m_uiAggroTimer < uiDiff && !m_bIsAggroTimer)

    {

    me->SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);

    m_bIsAggroTimer = true;

    }

    else m_uiAggroTimer -= uiDiff;

    }

    };

     

    struct mob_DefileAI : public Scripted_NoMovementAI

    {

    mob_DefileAI(Creature *pCreature) : Scripted_NoMovementAI(pCreature)

    {

    m_pInstance = pCreature->GetInstanceData();

    me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE);

    }

     

    ScriptedInstance* m_pInstance;

     

    uint32 m_uiDefileTimer;

    uint32 m_uiDefileDamageTimer;

    uint32 m_uiDespawnTimer;

     

    bool m_bIsDefile;

    bool m_bIsDespawnd;

     

    void Reset()

    {

    me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);

    //me->SetReactState(REACT_PASSIVE);

    m_uiDefileTimer = 1000;

    m_uiDefileDamageTimer = 1000;

    m_uiDespawnTimer = 60000;

    m_bIsDefile = false;

    m_bIsDespawnd = false;

    }

     

    // Hack Damage Buggt :/

    void DefileDamage()

    {

    Map* pMap = me->GetMap();

    if (pMap && pMap->IsDungeon())

    {

    Map::PlayerList const &PlayerList = pMap->GetPlayers();

    for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)

    {

    if (i->getSource() && i->getSource()->GetDistance2d(me) <= 20)

    {

    int32 damage = RAID_MODE(DEFILE_N_10_DAMAGE, DEFILE_N_25_DAMAGE);

    me->DealDamage(i->getSource(), damage, NULL, SPELL_DIRECT_DAMAGE, SPELL_SCHOOL_MASK_SHADOW);

    }

    }

    }

    }

     

    void UpdateAI(const uint32 uiDiff)

    {

    if (m_uiDefileTimer < uiDiff && !m_bIsDefile)

    {

    DoCast(me, SPELL_DAMAGE_DEFILE);

    m_bIsDefile = true;

    }

    else m_uiDefileTimer -= uiDiff;

     

    if (m_uiDefileDamageTimer < uiDiff)

    {

    DefileDamage();

    m_uiDefileDamageTimer = 1000;

    }

    else m_uiDefileDamageTimer -= uiDiff;

     

    if (m_uiDespawnTimer < uiDiff && !m_bIsDespawnd)

    {

    me->SetVisibility(VISIBILITY_OFF);

    me->DealDamage(me, me->GetHealth(), NULL, DIRECT_DAMAGE,SPELL_SCHOOL_MASK_NORMAL, NULL, false);

    m_bIsDespawnd = true;

    }

    else m_uiDespawnTimer -= uiDiff;

    }

    };

     

    struct mob_RagingSpiritAI : public ScriptedAI

    {

    mob_RagingSpiritAI(Creature *pCreature) : ScriptedAI(pCreature)

    {

    }

     

    void Reset()

    {

    DoCast(me, SPELL_RAGING_SPIRIT_VISUAL);

    }

     

    void EnterCombat(Unit *who)

    {

    DoZoneInCombat();

    }

     

    void UpdateAI(const uint32 uiDiff)

    {

    if (!UpdateVictim())

    return;

    }

    };

     

    CreatureAI* GetAI_mob_RagingSpirit(Creature* pCreature)

    {

    return new mob_RagingSpiritAI (pCreature);

    }

     

    CreatureAI* GetAI_mob_Defile(Creature* pCreature)

    {

    return new mob_DefileAI (pCreature);

    }

     

    CreatureAI* GetAI_mob_Ghoul(Creature* pCreature)

    {

    return new mob_GhoulAI(pCreature);

    }

     

    CreatureAI* GetAI_mob_Valkyr(Creature* pCreature)

    {

    return new mob_ValkyrAI(pCreature);

    }

     

    CreatureAI* GetAI_mob_IcePuls(Creature* pCreature)

    {

    return new mob_IcePulsAI(pCreature);

    }

     

    CreatureAI* GetAI_boss_TirionCitadell(Creature* pCreature)

    {

    return new boss_TirionCitadellAI(pCreature);

    }

     

    CreatureAI* GetAI_boss_lich_king(Creature* pCreature)

    {

    return new boss_lich_kingAI(pCreature);

    }

     

    bool GossipHello_Tirion_ICC(Player* pPlayer, Creature* pCreature)

    {

    pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_START_EVENT, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);

    pPlayer->SEND_GOSSIP_MENU(10600, pCreature->GetGUID());

    return true;

    }

     

    bool GossipSelect_Tirion_ICC(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)

    {

    if (uiAction == GOSSIP_ACTION_INFO_DEF+1)

    {

    pCreature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);

    pPlayer->CLOSE_GOSSIP_MENU();

    ((boss_TirionCitadellAI*)pCreature->AI())->StartEvent();

    }

    return true;

    }

     

    void AddSC_boss_lichking()

    {

    Script* NewScript;

     

    NewScript = new Script;

    NewScript->Name = "boss_the_lich_king";

    NewScript->GetAI = &GetAI_boss_lich_king;

    NewScript->RegisterSelf();

     

    NewScript = new Script;

    NewScript->Name = "boss_tirion_icc";

    NewScript->pGossipHello = &GossipHello_Tirion_ICC;

    NewScript->pGossipSelect = &GossipSelect_Tirion_ICC;

    NewScript->GetAI = &GetAI_boss_TirionCitadell;

    NewScript->RegisterSelf();

     

    NewScript = new Script;

    NewScript->Name = "mob_Ice_Puls";

    NewScript->GetAI = &GetAI_mob_IcePuls;

    NewScript->RegisterSelf();

     

    NewScript = new Script;

    NewScript->Name = "mob_Valkyr";

    NewScript->GetAI = &GetAI_mob_Valkyr;

    NewScript->RegisterSelf();

     

    NewScript = new Script;

    NewScript->Name = "mob_ghoul_icc";

    NewScript->GetAI = &GetAI_mob_Ghoul;

    NewScript->RegisterSelf();

     

    NewScript = new Script;

    NewScript->Name = "mob_Defile";

    NewScript->GetAI = &GetAI_mob_Defile;

    NewScript->RegisterSelf();

     

    NewScript = new Script;

    NewScript->Name = "mob_RagingSpirit";

    NewScript->GetAI = &GetAI_mob_RagingSpirit;

    NewScript->RegisterSelf();

    }

     

     

    [/code]

     

    Nevíte prosím co stím ?

    Předem děkuji.

    • Upvote 1

  2. Dobrý den,

     

    Neříkám, že mám zájem. To by záleželo až na bližších podrobnostech.

     

    ad 1) Věk 19 let

     

    ad 2) HTML, PHP, SQL je má pracovní náplň, znalost C++ ucházející.

    P.S. Ale zhodnocení mých zkušeností přísluší jiným.

     

    ad 3) Spolehlivost .... nebudu se soudit. / Aktivita .... Vždy se najde čas. Času je málo, ale přeci dost.

     

    ad 4) Respekt? Já ho měl vždy :)

    P.S. Nevím jak vy. ;)

     

    ad 5) Pokud je z vaší strany zájem o mé služby, tak mě prosím kontaktujte na e-mail [email protected]

    P.S. Mám na vás taky pár doplňujících otázek. Ale budu to řešit pouze soukromně (e-mail).

     

    S pozdravem Já :D

     

    Ok, ozvu jak bude čas.. :)


  3. Dobrá a tvá představa by byla jaká? Tím myslím typ serveru.

     

    na Blizz (vtehle době/stavu musíš být zkušený a mít finanční podporu)

    Musíš vědět co od Blizzu lidi chtějí proto zkušenosti atp...

     

    na Fun (musíš být originální.. propagovat se, nemít chyby atp... prostě skoroto samé jako blizz akorát to není tak složité toď vše..)

     

    Je mi jedno co to bude za typ.. ale nechcu INSTANT, BG, atp..


  4. Zajímalo by mě, jak chcete zaujmout na ''trhu'' wow serverů, přece jen konkurence je obrovská.

     

    nevím ted jakou myslíš konkurenci, jestli tech 5 českých "dobrých" wow serveru ? :D Navíc to bude spolupráce s Gaming Scénou.. a tam opravdu pronikáme.. :) A orpavdu jediný server free který u mě za něco stojí je Twinstar.. který má určitě něco dosebe.. :)


  5. No možná bych měl zájem.

    - Min. věk 15 SPLŇUJI je mi 17

    - Zkušenosti v Administraci/Developingu (myšleno SQL,C++,DB Celkově a podobně)ČÁSTEČNĚ SPLŇUJI umim SQL, v databázi se vyznám. navíc ovládám HTML

    - Spolehlivost/Aktivita SPLŇUJI / SEM TAM SEM ONLINE

    - Respekt.. DLE VLASTNÍHO UVÁŽENÍ

     

    sem tam poslu hl.admina do pi** ale to by se zvladlo :-)

     

     

    sem tam poslu hl.admina do pi** ale to by se zvladlo :-)

    No, ano ale tohle napřiklad "my" nesnesem :) v Multigamingové světě žadné uražky/nadavky nehrozí .. a Sem tam sem online :D ...


  6. Ve složce:

    C:\Users\Viktor\Desktop\TC2 - Revka\externals\

    ...vytvoř složku lib pokud jí tam ještě nemáš.

     

    Patří do ní následující:

    http://filebeam.com/04d446360dbfe4a69e196653c51aa63f

     

    (Jedná se o to samý co už patrně máš. Možná to máš jenom blbě umístěný.)

     

    Takže struktura adresářů bude vypadat asi takhle:

    206_TC_libs.png

     

    EDIT: Těch ikonek složek si nevšímej, to dělá TortoiseHG.

     

    EDIT2: Výňatek z mého error logu (úspěšná kompilace):

    ....
    copy ..\..\externals\ace\bin\Win32_Release\*.dll ..\..\bin\Win32_Release
    
    copy ..\..\externals\mysql\bin\Win32_Release\*.dll ..\..\bin\Win32_Release
    
    copy ..\..\externals\lib\Win32_Release\ssleay32.dll ..\..\bin\Win32_Release
    
    copy ..\..\externals\lib\Win32_Release\libeay32.dll ..\..\bin\Win32_Release
    
    copy ..\..\src\server\worldserver\worldserver.conf.dist ..\..\bin\Win32_Release
    
    copy ..\..\README.* ..\..\bin\Win32_Release
    ....

     

     

    + Rep.. Prostě si WoW Wikipedie.. Díky ! moc ! :D


  7. Tak s našim multigaming klanem www.iwera.veweb.cz chceme i do svých sekcí přivítat WoW Hru.. jen tak pro hrače a podobně...

     

    Podminky:

    - Min. věk 15

    - Zkušenosti v Administraci/Developingu (myšleno SQL,C++,DB Celkově a podobně)

    - Spolehlivost/Aktivita

    - Respekt..

     

    Co nabizíme ?

    - Pokud bude admin spolehlivý a podobně .. sme ochotni koupit placenou DOMENU

    - Sehnat serverovnu.

    - Sponzoring

    - a další.. !

     

    Zbytek informaci bych vypsal.. až bude někdo schopný se toho ujmout !

     

    Kdo má zájem a nesplnuje podmínky... Asi ani nepište (ztrata času)

    a Kdo splnuje.. pište rád si vás vyslechnu.


  8. o Stahni to

    o Unzipuj do trinityslozka\externals.

    o A je to :)

     

    myslim že to tak má být :mid_bow_arrow:

     

    Myslet znamená hov.. viš co.. ale aspon snaha jestli ti příde že v tutu je napsaný jestli do externals mam vložin jen obash složky win32_Relase nebo win32_Debug nebo je obsah co je normálně ve složce vidte ? ;)

     

    EDIT: Vzal sem ze složky lib -> win32_relase -> hodil sem do externals 5 složek

    dbghelp.dd

    libeay32.dll

    libeay32.lob

    ssleay32.dll

    ssleay32.lib

     

    a první chyba

    9>Linking...

    9>LINK : fatal error LNK1181: cannot open input file 'libeay32.lib'

    9>Build log was saved at "file://c:\Users\Viktor\Desktop\TC2 - Revka\win\VC90\authserver__Win32_Release\BuildLog.htm"

    9>authserver - 1 error(s), 0 warning(s)

     

    Aspoň nějaká rada nebo něco.. :D Kdyžtak muj uplny problem zde http://www.wowresource.eu/index.php?showtopic=19003


  9. Ahoj lidi...pls poradte...mam problem s VS 08 PRO.....hazi mi to pri kompilaci :

     

    ------ Build started: Project: TrinityRealm, Configuration: Release Win32 ------

    Linking...

     

    Build log was saved at "file://c:\Documents and Settings\Tomáš\Plocha\TC REVIZE\win\VC90\TrinityRealm__Win32_Release\BuildLog.htm"

    TrinityRealm - 1 error(s), 0 warning(s)

    ========== Build: 1 succeeded, 2 failed, 6 up-to-date, 0 skipped ==========

     

    MSDN mam nainstalovany,zkousel sem i express a dela to to same akorat to hlasi jine knihovny..libeay32.dll a jeste nejakou...uz jsem z toho zoufaly.

     

     

    Predem dikes za rady....

     

    Mužu se zeptat ? Mě to totiž stále nejde

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