Razmataz

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    Akarian

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  1. This update will bring us to 801-5 which rolls out a few QoL features for DMing. Features Starting off with a variety of QoL requests made by Syth: Go CreatureWorld: Using .go creatureworld $guid teleports you to the actual world position of the selected / given NPC GUID as opposed to where it is spawned. NPC Formation Rel: A modified version of .npc formation add/here, .npc formation rel $guid adds the targeted NPC to the formation with the given elader GUID using the selected NPCs position relative to the leader. NPC Formation "Last": When using .npc formation commands, the alias "last" can be used in lieu of the leader NPC GUID, i.e. .npc formation rel last. This alias is updated whever you use a .npc formation add command to the leader of that formation. NPC Target: The command .npc target now supports you specifying an argument - either a guid / creature link or last to refer to the last NPC you spawned. NPC Add There: You can now use the Artillery Strike spell to specify a location that when using .npc add $entry there will spawn the NPC at the designated location rather than under yourself. Next up is a command suite used to manipulate NPCs, displayids & custom outfits from inside the game. These commands will be given out selectively. NPC Displays List: .npc display list will display a list of all the potential displayids a creature entry can have, including the weight (likelihood of it being used) and scale of it NPC Displays Add: .npc displayid add $display $scale $weight will add a new displayid (with the given scale and given weight if they are specified) to the creature. This will take effect for all future creature spawns & de/reload of existing spawns. NPC Displays Scale: .npc displayid scale $display $scale will set the scale of a given displayid. If the displayid is used multiple times, all their scales are modified (so you will need to use .npc displays add $display $scale to be more specific) NPC Displays Weight: .npc displayid weight $display $weight will set the chance of a given displayid being used. If the displayid is used multiple times, all their weights are modified (so you will need to use .npc displays add $display $scale $weight to be more specific) NPC Displays Remove: .outfit displayid remove $display will remove all given displayids from the creature, regardless of weight & scale. Outfit DisplayID: Ideally, when using .outfit displayid $name you will generate a copy of the named outfit but for NPCs to use. If no $name is given, use your active outfit. We also have two commands added to the gameobject series: Object Anim: Sets the specified gameobject to constantly be in the anim state given when you use .object anim $guid $anim. The animation is found on wow-tools/mv in the bottom right of the online model viewer. Object Spell: Applies the effect associated with the given spell when you use .object spell $guid $spell, where $guid can be target, etc and $spell can be a spell link. & last but not least Lightforged Draenei: There are no longer restrictions associated with creating a lightforged draenei. Hotfixes Following an update we may need to apply additional quick changes or fixes. We'll update this section if these are applied. [801-5a]: GOB Anim: Fix issues associated with .gob anim preventing objects from being interacted with. [801-5a]: GOB Anim: Fix crash associated with .gob anim missing parameters [801-5b]: GOB Schematic: Fix issues associated with gobject scales when spawning a schematic. [801-5b]: NPC Add: NPCs now inherit player orientation as expected [801-5b]: GO CreatureWorld: No longer phases the player.
  2. I'll see you in the next one.
  3. This update will bring us to 801-2 which should solve a lot of instability. Before you read any further, this upgrade entails updating our CDNS - WoW data files provider. Because of this, when you first log in, you will experience a longer startup as the server updates your data file with the new content. In addition, if you are on Windows, please also check the #801_updatedfiles for the newer .db2 files. Features Cheat Visual: We have added a new .cheat visual command which removes all damaging and negative effects associated with spell casts, converting them into visual effects only. This crosses off "Disable target restriction (in conjunction with removing all negative effects pertaining to a spell cast)" from the wishlist. Cast and Aura Parameters: We have enriched the parameters associated with .aura, .cast, .cast back, .cast dest etc. You can now use params "infinite", "nodamage", "triggered", "target" and "range" where relevant to the type of command being used. Multiple parameters can be combined with a comma delimiter, i.e. infinite,nodamage This crosses off "Allow .cast, .cast self, .cast back, and .cast target to have additional params that impose a cheat onto the spell cast / resulting effect." from the wishlist. Cast Group: We have added this command to make the target cast a spell upon all targets in your group. There are additional parameters of minimum and maximum range. Cast Visual: We have added the .castv commandset which will allow you to cast the visual effect of spells only, as if they were cast with .cheat visual in effect. This mostly copies the same commandset from .cast Outfit Items: We have added all custom items (bar main hand / off hand / ranged slot based items) that were removed in the update to Battle for Azeroth as grey quality items. Equipping them will automatically put your character into "outfit" mode and equip the item. You can search through the outfit items by using .lookup oitem (slot), just like citem. This will cause an increase in login times on your first login to the server. If you are on Windows, please also check the #801_updatedfiles for the newer .db2 files. This crosses off "Add in dummy items to represent the items that can only exist as a displayid. Equipping them would apply the outfit and displayid as if the command was ran." from the wishlist. Hotfixes Following an update we may need to apply additional quick changes or fixes. We'll update this section if these are applied. [801-2a]: Fix a bug with creatures only using the last displayid entry rather than randomly picking them on server restart and when reloading all creature templates. Fixes Outfit Crashes: Further fixes to outfit commands have been applied to reduce the likelihood of a client crash. Spell Crashes: Removed some scripts causing crashes associated with some dungeon spells, made some spells more code-safe when it comes to dealing with edge cases. Creature Reload Crashes: Stopped clearing the creature data store when reloading all creatures to prevent an existing creature in the world from losing information about itself and failing the next update cycle when the information pointed to the literal void. Also fixed an instance with a single creature reload causing a crash due to an improperly parsed query to the database Phasing Crashes: Applied even more thorough code-safe methods to prevent a rare crash associated with changing phases. Additem Crashes: Removed an edge case which could cause .additem to crash when trying to process the bonus information in the item link. Schematic Add: Fixed an issue where schematic add, addnear and addgroup commands were not behaving as expected. Object Position Output: Fixed an issue where object positions when using .obj near and .obj sch info were causing wildly anomalous value outputs due to conversion between double and float variable types. Wishlist We have removed the item "Fix lingering issues with .cheat zone". We have added the item "Revert back to the old way items were done by modifying the executable to pass through a number greater than 65535 for appearance ids, thus removing the cap on appearances." as this was accomplished on Epsilon and is now very feasible. Custom Spells: We want to undertake research into the very complex spell system to glean if we can make new spells Set of anims with suitable sound fx Weapon trail attacks Harmless projectile spells Hand fx Attaching models to character Gameobject Manip: We want to improve the functionality of gameobject manipulation further. Highlight objects that are targeted Allow undo to affect groups of objects Apply remaining rotation commands to groups. Fix logic behind object tilt (pitching an object relative to your facing) Spell Cheats: We want to add to the list of spell cheats that are available and improve how it interfaces with other commands. Disable target restriction (in conjunction with removing all negative effects pertaining to a spell cast) Fix lingering issues with .cheat zone Allow .cast, .cast self, .cast back, and .cast target to have additional params that impose a cheat onto the spell cast / resulting effect. Object Patches: We want to create new objects to allow more creativity in build projects. Building Tiles Terrain molding texture objects to overlap the terrain tileset. WMO Terrain shapes (to be used with the above) Player Outfit: We want to continue to work on the newly added Outfit system to make it more seamless. Allow cloning an outfit from a target NPC, both NPCs using character models with equipment and NPCs with the dresser functionality. Add in dummy items to represent the items that can only exist as a displayid. Equipping them would apply the outfit and displayid as if the command was ran. Revert back to the old way items were done by modifying the executable to pass through a number greater than 65535 for appearance ids, thus removing the cap on appearances.
  4. For participating in the fight against Odyn, you are eligible for one of the following items: Favor of the Prime Designate - Holy Relic Odyn’s Favor shines upon you. Well… Specifically your weapon. It begins radiating with a golden glow. This Relic can be attached to a standard weapon. Only one Relic may be attached to a weapon at a time. Attaching this relic to your weapon will give it passive Light Damage. Once per five days, the weapon may be raised high to the skies. Holy lightning will strike down upon an enemy of their choice and chain to the nearest three enemies. Raven’s Sight - Arcane Relic A beautiful raven figurine made from masterfully cut onyx. It seems it can be attached like a keychain to your weapon. This Relic can be attached to a standard weapon. Only one Relic may be attached to a weapon at a time. Attaching this relic to your weapon will give it passive Arcane damage. Once per two days, an ethereal raven can be called from your weapon for five turns. Your vision can shift to the raven’s eyes at will during this time. Unforged Titansteel - Material A bar of Titansteel. This bar is enough to make one large weapon, one medium and one tiny weapon, or two small weapons. It is also enough to make one pair of gloves, OR a helm, OR a pair of boots. A belt can also be made with the remaining metal if armor is made. A blacksmith capable of smithing titansteel is required to forge this material. An NPC smith requires the approval of the Event Manager or a Moderator to use. Player smiths are still subject to misc apps. Mantle of the Victorious Dead - Cloak An elegant mantle worn by the Valarjar. It never appears to get dirty, even when coated in the blood of your enemies. Once per three days, while wearing this cloak, one can raise their voice to booming levels, providing magical morale to their allies and magically breaking the morale of enemies. Allies gain a moderate boost to their strength (magical or physical) while enemies lose strength (magical or physical). Gleaming Val’kyr Cuirass - Plate This beautiful golden cuirass is formed from the finest steel in the halls of valor. Though originally forged for the Val’kyr, it appears to fit rather well. Once per four days, while this armor is adorned, beautiful golden wings can sprout from the armor, providing flight to the user for one hour Robes of Celestial Adornment - Cloth These robes seem normal until the user moves. Beautiful celestial patterns shimmer and trail behind the one wearing these robes. Once per three days, the user may expel starlight from these robes, blinding enemies that look at them for three turns. This doesn’t appear to affect allies. Sky-Valiant’s Wristguards - Leather Beautiful leather wristguards made from the leathers of mighty beasts in the Fields of Eternal Hunt and accented with gold. The wearer is able to summon a mighty eagle spirit to fight beside him once per two days for three turns. Gloves of Issued Challenge - Leather Gloves of fine leather and gold granted to mighty hunters in the Fields of Eternal Hunt. When worn, the user appears more threatening to enemies, garnering their attention. Once per day they may point to an enemy, forcing them to face the user for five turns. Cinch of Light - Cloth A beautiful valarjar belt with a metallic skull pendant on its front. Once per day the eyes of the pendant will flare with light, releasing an orb of healing to the nearest injured ally. Goldrune Legplate - Plate Beautiful golden legplates adorned with ancient vrykul runes. While wearing these, the user finds their movement speed to be surprisingly faster, even in plate. Once per two days the user may perform a holy charge, slamming into an enemy and bursting with holy light. Leggings of the Undaunted - Mail Leggings worn by hunters that intend to face the mightiest beasts in the Fields of Eternal Hunt. They appear to be accented with dragon bones. While worn, these leggings help mitigate natural and supernatural fear to a moderate degree. Once per week the leggings will completely negate a single mental manipulation spell (unless specified by a DM). Radiant Soul Sabatons - Mail Boots formed from Valarjar steel and dragon bone. While adorned, the eyes of the user gain a radiant golden hue, as if their soul is suffused with light. Once per week this light may expel from the user in the form of a stomp, consecrating the ground around them in a ten yard radius. Ring of Ascended Glory - Ring A beautiful ring of gold, adorned with flawless rubies. When worn, the user feels more confident in their actions and aware of their surroundings. The ring passively increases mental fortitude and physical prowess to a moderate degree. Chains of the Valorous - Trinket Golden chains forged in the Halls of Valor. These chains wrap around the user, but release at the will of the owner. They may be cast forth from the user’s body once per day to wrap around an enemy of their choice to hold them for three turns. Their strength is that of mithril. Additionally, they may be used freely when removed from the user as normal chains. For participating in the fight against Guarm, you are eligible for one of the following items: Accursed Cuspid - Relic A fang from Guarm, wrapped in shadow. It may be pierced into your weapon’s hilt, where it will embed itself.and spread its dark energy through the weapon. Only one relic may be attached to a weapon at a time. Removing a relic from a weapon will destroy it. The Accursed Cuspid will provide passive Shadow damage to your weapon with each strike. Once per day, you may call upon a dark effigy of Guarm. A dire wolf sized version of guarm, made from dark shadows, will form for one minute and attack for you. While this effigy’s power is much weaker than Guarm’s was, it is still an impressive ally. Chilled Incisor - Relic A fang from Guarm, wrapped in a frigid chill. It may be pierced into your weapon’s hilt, where it will embed itself.and spread its frosty energy through the weapon. Only one relic may be attached to a weapon at a time. Removing a relic from a weapon will destroy it. The Chilled Incisor will provide passive Frost damage to your weapon with each strike. Once per day, you may call upon a frozen effigy of Guarm. A dire wolf sized version of guarm, made from hardened ice, will form for one minute and attack for you. While this effigy’s power is much weaker than Guarm’s was, it is still an impressive ally. Sizzling Fang - Relic A fang from Guarm, wrapped in flames. It may be pierced into your weapon’s hilt, where it will embed itself.and spread its fiery energy through the weapon. Only one relic may be attached to a weapon at a time. Removing a relic from a weapon will destroy it. The Sizzling Fang will provide passive Fire damage to your weapon with each strike. Once per day, you may call upon a burning effigy of Guarm. A dire wolf sized version of guarm, made from hellfire, will form for one minute and attack for you. While this effigy’s power is much weaker than Guarm’s was, it is still an impressive ally. Windwhipped Sailcloth - Cloak An old sailcloth that ended up on the cursed shores of Helheim. Even when indoors, the cloak seems to sway faintly, as if caught in a breeze. While the sailcloth is equipped, you find a lofty wind holding you up. Not only do you feel lighter, but your jump height has nearly doubled as winds push you upwards. Three times per day, the cloak may be gripped batman style, letting you glide with the help of the ancient winds from this old sailcloth. Hellbeast Skin Tunic - Leather This leather tunic appears to have been made from another of Guarm’s kin. Ancient vrykul runes mark the leather, imbuing it with the energy of Helheim. When worn, this tunic lets the user call upon the shadows of Helheim to hide them in plain sight for thirty seconds once per three days. Actions besides movement will cancel this effect. Their footsteps are hidden from view, and foliage doesn’t seem to move around their bodies. A true stealth. They are, however, still audible. Bite-Resistant Wristclamps - Mail Wristclamps no doubt once used to imprison the damned of Helheim. They appear to be made from carved bone. The dark energy seeping from these wristclamps hints at their accursed history. Once per four days, while wearing these, the user may call upon their dark power. The bones of the damned are summoned from Helheim’s shores to wrap the user in a nightmarish cocoon of bone and sinew to absorb one full attack in combat. Next turn, the user is affected by the whispers of Helheim. They see illusory figures of the dead around them, and may feel disoriented. This effect will wear off shortly after their turn. Helhound Hair Bracers - Cloth Braided bracers formed from the hair of Guarm. They appear to radiate his ancient power, glowing with a faint blue tone. When they move, wisps seem to follow them in a small trail. Once per two days, these bracers can be called upon. The power of Helheim floods the user for one turn, doubling the strength of one shadow, fire, or frost spell. Once this power fades, the user acquires a sharp headache for one turn on par with a serious migraine as the spirits of the damned scold them for tapping into their power. Kvaldir Exult’s Grips - Mail A pair of gauntlets formed from fish scales and bone. One is notably larger than the other. When wearing these, the user finds himself smiling when he isn’t focused, regardless of his mental state. Perhaps lingering energy from the previous owner? When fighting, every strike upon you adds a charge to these gauntlets up to a maximum of three. Charges can be expelled from the larger gauntlet in the form of a triumphant punch. The more charges expelled, the harder the punch. Each charge adds a moderate amount of damage to the attack. If all three charges are used, the attack becomes explosive, bursting with spirtual energy as you involuntarily release a hearty laugh that doesn’t seem to be your voice, but the voice of a burly vrykul man. Reinforced Hound-Handler’s Gauntlets - Plate Golden bracers once worn by an ancient Vrykul hunter. How these found their way to helheim is unknown. The power of their runes still pulses, even in the darkness of this realm. While wearing these gauntlets, once per day the user may summon forth a spirit hound of divine energy to fight alongside them for two turns. The mighty dire wolf fights with physical and holy strikes. Leggings of the Lower Planes - Cloth These leggings appear to be constantly damp, regardless of how much you attempt to dry them. The waters of Helheim have seeped into the threads and refuse to release. These damp leggings carry the power of Helheim, letting you expel forth three bolts of unholy sea water every three days. The necrotic balls of water burn those they touch with moderate necrotic damage, but can be used to heal undead allies if the user chooses to do so. Lead-Soled Seabed Striders - Plate These boots are exceptionally heavy from their lead soles. Why would someone make boots with LEAD SOLES? Those that bear the weight, however, find the true use of these boots. While wearing these boots, your movement speed is reduced by 20%. Once per day, a bubble of cursed sea water surrounds the user in a five yard radius for ten minutes. Anyone that touches the seawater bubble outside of the user will suffer a constant moderate necrotic damage. The bubble serves as a buffer between attacks and the user, reducing damage done to the user by 20% until the bubble is dismissed. On top of this, the user has the ability to breathe underwater, but will -always- sink in water while wearing these boots regardless of preventative spells. Moccasins of Silent Passage - Leather These Moccasins are decorated with metal, making them quite useful for kicks and defending one’s lower legs and feet. While normally this would cause the user to be quite noisy, like a Clydesdale walking through a parade, these boots seem to mitigate that completely. In fact, all of your armor seems silent! While wearing these boots, your movements are completely silent. This does not extend to items you drop, twigs you may snap under your feet, or anything of the sort. You’ll still need to be good at sneaking to fully utilize these boots, but there is no questioning their benefit. For participating in the fight against Helya, you are eligible for one of the following items: Fury of the Sea - Relic This simple feather of Helya’s appears to be infused with the rage of the Sea during powerful storms. It tingles as you touch it. Laying the feather against your weapon, it will meld into it, leaving a black mark in the shape of a feather. Only one relic may be attached to a weapon at a time. Removing a relic will destroy it. The Fury of the Sea has only one ability. When you strike with your weapon, there is a 20% chance (roll 1-5 with 5 succeeding) that a bolt of lightning will strike out from the weapon, hitting the enemy you have targeted as well as one nearby target. Phylactery of Unwilling Servitude - Relic A blue-green brine swirls in this ancient phylactery made from perfectly clear fused quartz. There doesn’t seem to be a way to open this item. The small jar can be attached by a thin chain to your weapon. Only one relic may be attached to a weapon at one time. Removing a relic will destroy it. The Phylactery of Unwilling Servitude has one ability. When the weapon attached to the Phylactery strikes down an enemy, there is a 20% chance (roll 1-5 with 5 succeeding) that a ghoul will form from the remains. It is up to the DM if this will not work on particular NPCs. Swell of the Tides - Relic A beautiful sapphire gemstone in a teardrop cut. This mysterious jewel can be attached to your weapon. Only one relic may be attached to a weapon at a time. Removing a relic destroys it. The power of the tides is at your command. Once per day, for one hour, a skirt of water similar to that of djinn or higher tier elementals wraps around your legs, lifting you. While active, the water skirt increases your speed by 50%. In water, your speed is increased by 100%. You will leave a watery trail behind you while traveling, and your skirt can be frozen. You are neither immune to the cold or to the wetness this ability causes. Token of the Lightning Keeper - Relic A blackened coin with a fel green skull. One who aligned himself with the Legion must have fallen to Helheim’s tides. Touching the coin, it seems to surge with faint demonic electricity. It can be placed against a weapon, magnetically sticking to it. Only one relic may be attached to a weapon at a time. Removing a relic from a weapon will destroy the relic. While attached to your weapon, the Token imbues it with passive moderate lightning damage. Once per week, you may expel forth a powerful fel chain lightning that launches from your target to two other enemies, and then from them to two MORE enemies each. The first target receives superior fel damage, the second targets receive moderate fel damage, and the third targets receive mild fel damage. Sea Fan Pendant - Necklace A beautiful pendant made from various shells carefully carved and crafted into a piece of jewelry. You can feel the power of the seas in the shells. Once per day you may call upon the power of the pendant to breathe underwater for two hours. Drape of the Unworthy - Cloak A cloak given to the Helarjar that seek vengeance upon Odyn for deeming them unworthy of the Halls of Valor. A trail of fog seems to follow the cloak. Once per two days, the user may dissolve into fog, travelling through the air for five turns. In this form, physical attacks will not harm you. Magical attacks still will. Corroded Val’kyr Chainmail - Mail This corrupted Val’kyr armor appears to be partially decayed. It was no doubt once glorious. Though originally forged for the Val’kyr, it appears to fit rather well. Once per four days, while this armor is adorned, black feathery wings, partially decayed in appearance, can sprout from the armor, providing flight to the user for one hour Calcareous Wristclamps - Plate Prisoner Wristclamps covered in calcium deposits. They’re not that comfortable to wear, honestly. The dark waters of helheim appear to constantly drip from them. When striking with melee attacks, there is a 25% chance for each attack to add an additional moderate poison damage that will last for three turns, gradually harming the victim. Oiled Rigger’s Handwraps - Cloth Wraps of cloth soaked in oil. You hands seem to leave an oily trail on surfaces while these are adorned, but come out clean. While worn, you may touch enemies with the palm of your hand for a 50% chance to coat them in highly flammable oil that will cause them to lose traction easily. Anchor Chain Waistguard - Mail A rusty belt made from the chain of a sunken ship. You know it’s weighty, but it feels quite light on your body. At will, the user can let the chains lash into the ground, rooting the user in place to prevent being moved. This effect will remain for two full turns before it can be turned back off. Krakenbone Waistplate - Plate An ancient bone armor. You feel the Kraken’s power in this item. Once per week, you may tap into the Kraken’s Fury. You will double in size and quadruple in weight for four turns. In addition, your speed and strength are doubled during this time. After the effect dissipates, you are stunned for one turn. Strand of Whelk Shells - Leather A strand of whelk shells on a leather belt. They seem to hum with energy. You may touch one of the shells every three turns, creating a bubble of water around you that protects from a minor amount of damage. This effect can stack up to five times. This bubble is quite susceptible to lightning damage, which will be extra harmful while the bubble is active. Sucker-Scarred Leggings - Leather These leather legs appear to be an article from a poor soul that was tricked into falling to Helheim. While worn,.you feel a strange desire for revenge… But you don’t know with who, or why. While wearing these pants, you find your agility and your strikes are notably faster by about 30%. Treads of the Drowned - Cloth These cloth slippers appear to be made from the canvas of drowned ships. When dry, their power is hidden. When standing in water, the power of the treads activates. You find yourself capable of expelling cursed water bolts (shadow/water moderate damage) as an action while standing on a wet surface. Brinewater Slime in a Bottle - Trinket Slime formed from brinewater and the remains of a long dead corpse.The bottle appears to be sealed tightly to all but you. When you open the bottle, a brinewater ooze will follow you, formed from cursed seawater (water/shadow). The slime is capable of attacking and listening to simple commands. If killed, the slime will take 7 days to reform in the bottle.
  5. Since Loken's betrayal, Odyn has been trapped within the Halls of Valor as Helya plots in the shadows to claim the souls of his valarjar champions. In recent days, however, great heroes have arrived in the lands of Stormheim in the Legion's wake. Hoping that their might and determination could tip the scales and end Helya's reign, Odyn summons these champions for a final test. This is the Boss Thread for the Trial of Valour. The following list will detail the bosses, the DM, and the date/times the event is hosted on. [Raz] Odyn - Script To be hosted on 28th June, 2019 @ 2PM Server Time. If the attempt fails, also to be hosted on 29th June, 2019 @ 2PM Server Time. Participants: Akarian, Logan, Akkrim, Cephirian, Azumak, Pirris, Rothilion, Urdren, Ronric, Grissom, Rimeblade, Neja, Fallow, Taelus, Edmon, Jengar, Duskcloak, Gjorg, Arald, Nevana, Baltux [Raz] Guarm - Script To be hosted on 5th July, 2019 @ 2PM Server Time. If the attempt fails, also to be hosted on 6th July, 2019 @ 2PM Server Time. Participants: Ronric, Rimeblade, Cephirian, Jengar, Gjorg, Fallow, Edricc, Taelus, Fuála, Grissom, Edmon, Akkrim, Azumak, Baltux, Duskcloak, Elyon, Akarian, Logan, Varastrasz, Nevana [Raz] Helya - Script To be hosted on 3rd August, 2019 @ 8AM Server Time & 3rd August, 2019 @ 2PM Server Time with a 15 player cap in both events. Participants: Urdren, Dalton, Cephirian, Pirris, Baltux, Azumak, Elyon, Elidyr, Logan, Kaulder, Adrian, Martelus, Taelus, Artegore, Mhairi, Jengar, Naerios, Noni, Omar, Gjorg, Grissom, Barli, Neja, Richford, Kevyn, Corrigosa, Keral, Tihshoh, Jarreth, Alvia, Akkrim, Rolan, Rimeblade, Ruby, Bala'zu, Zaenius, Senn, Akarian
  6. This update will bring us to 801-1: Features Update to Battle for Azeroth: We have brought Paragon up to BFA 8.0.1 build 28153. The installation guide has been updated on Discord. Please note that instead of running the World of Warcraft executable, you will now be running a Paragon Launcher. Update to Patches: We have updated all of the patches that we make use of: New custom items are available, new gameobjects, new light effects, all spells are visible in your spellbook, special items (quivers, demon hunter unique items) and the extended anims are all with us still. Argus: We now have the capacity to enable Argus across Eastern Kingdoms, Kalimdor, Outland (for Eversong/Azuremyst), Northrend and Pandaria. This'll be done for the server once we have reached the particular part in the story. Additionally, the Argus Filter spell now works as expected. Player Outfit Tool: We have created a new command set called "outfit". This is a high level tool that will allow you to display items by displayid rather than id. Please note that by using this tool, you are not actually putting an item into the relevant slot. Weapons are also exempt from this tool. Please see this demo video for a full walkthrough of what this command allows you to achieve. You can also see more helpful descriptions by using .help outfit ingame. !outfit new: Creates an outfit using your current settings. !outfit off: Stops using the outfit system, reverting your character to their normal state. !outfit load: Loads an outfit with the name provided from your outfit list. !outfit save: Saves the outfit you have currently equipped under the name you give. This will add it to your list and allow you to load it with !outfit load !outfit delete: Deletes an outfit that is named in your list. !outfit info: Outputs all information about your current outfit. If you specify the name of an outfit in your list, it will output data for that outfit. Additionally, outputs the data required to replicate your current equipment using the !outfit item command. !outfit list: Lists all of the outfits assocaited with your character. !outfit set: Sets an attribute of your outfit, i.e. your race, gender, face settings, hair colour, special features. You can do this individually with !outfit set face 2, or multiple properties at once with !outfit set face=2 hair=4 !outfit item: Equips the displayid to the specified slot. You can do this individually with !outfit item head 1337, or multiple slots at once with !outfit item head=1337 shoulder=1337 Outfits monitor any equipment changes you make while they are active. If you move an item off of your character, the displayed outfit will update accordingly to not display anything. Similarly when you equip an item it will be added to your current outfit and displayed appropriately. This happens even across other races. Outfits are retained across sessions as well. If you log out with the outfit enabled, it will be reapplied when you log back in. The equipment you are wearing with an outfit is also displayed on the character screen rather than your normal equipment. Doodadless WMOS: We have created a large number of WMOs without any doodads inside them. This is not a complete list of all possible wmos that can be made doodadless, but most common interior / dungeon ones. Terrain Cutter: We've added to our object ensemble a .wmo that will remove a small chunk of terrain. This should find limited use in ensuring interior WMOs that clip through terrain can function properly. Please note that an abundant spawn of these terrain cutters may lead to frame rate drops at this point in time. New Mall: We have relocated our mall to the Fields of the Eternal Hunt, located in the Halls of Valour. Let's hope your stay isn't as eternal. Gameobject Anims: We have added a new subset under !object state which allows wmo transports to have their state changed (move up/down), and allows all m2s to play out an anim using an animkit. These states do not persist through restart. Transport Spawning: For a very particular situation we have added the capacity to spawn a transport into the map. Object Group Delete Dump: When a player uses the command .object group delete $GUID, we now perform a dump of the data for all objects into the server as a short-term measure to allow these objects to be recovered & respawned. Hotfixes Following an update we may need to apply additional quick changes or fixes. We'll update this section if these are applied. [801-1a]: Temp-fix Stat Calculation: An issue that's been fixed that was causing server crashes on certain characters login. We've temporarily fixed it and will provide a proper fix in the future. [801-1b]: Creature Model Reload: Due to BFA changing how a creature loads their models it was having some issues on reload. These should be corrected now. [801-1b]: Outfit Crashes: Some uses of the Outfit commands could cause client crashes (been to the mall? I'm sure you've noticed). These should be corrected now (if not all, report it to the Devs). [801-1b]: Missing Items: Some retail items didn't have corresponding custom items, i.e. warfront helmets. We found that these were missed due to (terrible) naming convention on Blizzard's part. They've been added and can be found by !lookup citem like any other custom item. [801-1b]: Formation Fixes: Followers of a formation leader will now actually.. Follow their leader.. (There's a catchy song about this, isn't there?) [801-1c]: AddonMSG Logging Leak: AddonMSGs (the TRP3 info) was leaking through to our server logs. This doesn't have sensitive info but it's basically clogging up things that shouldn't. We've fixed this. Fixes Terrain Phase Shifts: Terrain phaseshifts will now be properly applied when entering or exiting a phase, or teleporting from one location to another. We are now able to perform more explicit checks for when to apply a terrain phase (mostly dependent on which phase id you're in) Phase Flickering: You should no longer experience a brief flicker of npcs and objects from the main phase if you swap phases. Light Spells: Due to a desire to keep the sizes of patches down, all light spells have had their IDs updated from 995000+ to 395000+. The commands will still accept, and correctly downscale, ids above 995000. Libram & Quiver Custom Items: We have removed unnecessary duplicates for this. There now exists two versions: One equips as a weapon, the other equips as a cloak. Both display identically but use different slots. Smart AI Phasing: We have modified the smart AI phasing tool to apply a phaseid rather than add/remove a phaseid. This'll be useful for automated tasks in some particularly technical events to come. Gameobject Precision: We have updated how the database stores gameobject positions to a higher degree of accuracy. Objects at high coordinates (such as x is over 10000) will not be shifted following a restart. Wishlist We've renamed this section to the wishlist as the ideas listed below require a lot of time investment to see to fruititon. Custom Spells: We want to undertake research into the very complex spell system to glean if we can make new spells Set of anims with suitable sound fx Weapon trail attacks Harmless projectile spells Hand fx Attaching models to character Gameobject Manip: We want to improve the functionality of gameobject manipulation further. Highlight objects that are targeted Allow undo to effect groups of objects Apply remaining rotation commands to groups. Fix logic behind object tilt (pitching an object relative to your facing) Spell Cheats: We want to add to the list of spell cheats that are available and improve how it interfaces with other commands. Disable target restriction (in conjunction with removing all negative effects pertaiting to a spell cast) Fix lingering issues with .cheat zone Allow .cast, .cast self, .cast back, and .cast target to have additional params that impose a cheat onto the spell cast / resulting effect. Object Patches: We want to create new objects to allow more creativity in build projects. Building Tiles Terrain molding texture objects to overlap the terrain tileset. WMO Terrain shapes (to be used with the above) Player Outfit: We want to continue to work on the newly added Outfit system to make it more seamless. Allow cloning an outfit from a target NPC, both NPCs using character models with equipment and NPCs with the dresser functionality. Add in dummy items to represent the items that can only exist as a displayid. Equipping them would apply the outfit and displayid as if the command was ran. Revert back to the old way items were done by modifying the executable to pass through a number greater than 65535 for appearance ids, thus removing the cap on appearances. Thanks We want to express our thanks to these people who have helped us prepare this update: Barncastle: For assisting us with reverse-engineering and providing a variety of tools to apply custom patches. Tiariana: For assistance with the character feature unlock and barbershop patches. Azarchius: For research on, and the sharing of the Terrain Cutter wmo. Kaiba/Phoenix/Tass: For taking care of all the teleports to Kul Tiras and Zandalar (how many nicknames can someone have??).
  7. Razmataz

    Greetings! =)

    Help has been provided. :)
  8. Xavius has been defeated after a gruelling 4 hour 30 minute event. Thank you very much for your participance everyone, and thank you for humouring me with the ensuing clusterfuck!
  9. Dates assigned to all bosses - first weekend & week of December. The choice of Il'gynoth, Elerethe Renferal, Ursoc and the Dragons of Nightmare will be made by players for that event.
  10. Yeah, sorry about that. We'll have it fixed real soon.
  11. I think it's actually used for identifying FileData IDs of each file in WoW as long as it's listed in the Listfile.
  12. In light of the 7.3.0 PTR, WoWModelViewer has broken. Here's a freshly compiled version using the Open Source code that has already been updated to handle the new format of CASCLibs. Select one of the download mirrors below. If it doesn't work or you cannot extract it, select a different one. .zip compressed Mirrors Bitbucket Mediafire Mega .rar compressed Mirrors Bitbucket Mediafire Mega .7z compressed Mirrors Bitbucket Mediafire Mega
  13. Before: Contrast: [||||||||||||||||||||] - 50% After: Contrast: [||||||||||||||||||||] - 100%
  14. I don't have access to your repository on bitbucket.
  15. That's the first batch of events completed. Whew! Two more days of this.