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  1. Hey guys, I wanted to give back to the community by sharing this script that I used to make a level 11 World Event Boss in replacement of the town's Hallow's end quests.All you would have to do is add in the NPCI have tested it and it works great --[[ Summary Description: A short simple script that scripts a Custom mini-boss for low levels for the Hallow's End Event (Event ID 12) Its basically the Horseman's attack on the towns without putting out fires. Maybe Future? -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- TODO: Pumpkin Adds: Derived from Kruul's LUA Script -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Spells: Cleave - 15496 - Inflicts 110% of weapon damage to an enemy and its nearest ally. Conflagration - 42380 - Sets an enemy aflame, inflicting 5% of maximum health as Fire damage every 1 sec and sending it into a state of panic for 4 sec. While the target is affected, the flames periodically scorch its nearby allies as well. ** This spell targets a random player and casts the spell ** SummonPumpkins -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Developed By: Promotion (In-Game Name) (Render1982) Credits: EmuDevs (For the API would've never have done this without it xD and all its Members for support and kindly nature!) Notes: I have put comments through out to remind myself and maybe others about what each line is. -]] local entry = 500200 -- NPC Entry local function CastCleave(eventId, dely, calls, creature) -- Cleave creature:CastSpell(creature:GetVictim(), 15496, true) end local function CastConflagration(eventId, dely, calls, creature) -- BURN THE PLAYER! if (math.random(1, 100) <= 75) then local players = creature:GetPlayersInRange() creature:CastSpell(players[math.random(1, #players)], 42380) creature:SendUnitYell("Harken, cur! Tis you I spurn! Now feel... the burn!", 0) creature:PlayDirectSound(12573) end end local function OnSpawn(event, creature) -- The Horseman Spawns creature:SendUnitYell("Prepare yourselves, the bells have tolled! Shelter your weak, your young and your old! Each of you shall pay the final sum! CRY for mercy! THE RECKONING HAS COME!", 0) creature:PlayDirectSound(11966) creature:RemoveEvents() end local function OnTargetDied(event, creature, victim) -- A player was Defeated creature:SendUnitYell("Your body lies beaten, battered and broken! Let my curse be your own, fate has spoken!", 0) creature:PlayDirectSound(11962) end local function OnEnterCombat(event, creature, target) -- Activate his Spells creature:RegisterEvent(CastCleave, 7000, 0) creature:RegisterEvent(CastConflagration, 12000, 0) -- creature:RegisterEvent(SpawnPumpkins, 15000, 1) -- Will Activate at a later time creature:SendUnitYell("It is over, your search is done! Let fate choose now, the righteous one!",0) creature:PlayDirectSound(11961) end --[[ -- Will be Activated Later local function SummonPumpkins(creature, target) local x, y, z = GetRelativePoint(math.random()*9, math.random()*math.pi*2) local pumpkin = creature:SpawnCreature(Pumpkin Entry, x, y, z, 0, 2, 300000) if (pumpkin) then pumpkin:AttackStart(target) end end local function SpawnPumpkins(event, delay, pCall, creature) SummonPumpkins(creature, creature:GetVictim()) SummonPumpkins(creature, creature:GetVictim()) SummonPumpkins(creature, creature:GetVictim()) creature:RegisterEvent(SpawnPumpkins, 45000, 0) end --]] local function OnLeaveCombat(event, creature) creature:PlayDirectSound(11965) -- Group Wiped creature:SendUnitEmote("The Horseman Cackles") -- Horseman Laughs creature:RemoveEvents() end local function OnDied(event, creature, killer) creature:SendUnitYell("This end... have I reached before. What new adventure lies in store?", 0) -- Players Were Successful creature:PlayDirectSound(11964) creature:RemoveEvents() end -- Register the Horseman's Events RegisterCreatureEvent(entry, 1, OnEnterCombat) RegisterCreatureEvent(entry, 2, OnLeaveCombat) RegisterCreatureEvent(entry, 3, OnTargetDied) RegisterCreatureEvent(entry, 4, OnDied) RegisterCreatureEvent(entry, 5, OnSpawn)Fixed Conflagration being casted without him in combat and added sound.Next Up will be the Pumpkin SolidersThanks to Foereaper for this script; credits to him. It's a bug fix to the Hallow's Eve Treats. local PumpkinTreat = { Entry = 20557, Spells = {24924, 24925, 24708, 24927}, -- Define all the pumpkin spells here } function PumpkinTreat.OnUse(event, player, item, target) local t = PumpkinTreat["Spells"] -- Shorten the subtable to t for _, v in ipairs(t) do -- Loop through the spell table to see if the player has any of the spells applied if(player:HasAura(v)) then player:RemoveAura(v) end end player:CastSpell(player, t[math.random(#t)], true) -- Cast random spell on the player end RegisterItemEvent(PumpkinTreat.Entry, 2, PumpkinTreat.OnUse) Credits: Render1982
  2. t1on

    GOMove Trinity

    Original idea: Mordred Best suggestion: MrSmite on trinitycore forums, thanks for that :3 GOMove is a script that allows you to move objects. You no longer need to be at the point where you want to spawn an object and you can fine tune the position of objects (rotation and x,y,z position) Some features: (Does not include all .. see video) Move objects (to compass directions and according to your character position) Favourite list Snap facing to a compass direction (N,E,W,S) Spawn an object again move to ground level Suggestions are welcome :3 Download: https://rochet2.github.io/?page=GOMove READ THE README! https://www.youtube.com/watch?v=dqbUQrvIlcA Predecessors: GOMove by Mordred (arc) GOMove gossip edition by Rochet2 (arc) GOMove UI addon edition by Rochet2 (trinitycore) Credits: rochet2 and morded
  3. t1on

    [C#] Overview

    C# Overview t u t o r i a l by t 1 o n C# is a modern, object oriented, general purpose programming language developed by Microsoft and approved by Ecma and ISO. C# is designed for Common Language Infrastructure (CLI), which consist of the executable code and runtime environment that allows use of various high-level languages to be used on different computer platforms and archistructures. The following reasons make C# widely used professional language: Modern, general-purpose programming language Object oriented. Component oriented. Easy to learn. Structured language. It produces efficient programs. It can be compiled on a variety of computer platforms. Part of .Net Framework. Strong Programming Features of C# Although C# constructs closely follow traditional high-level languages C and C++ and being an object-oriented programming language, it has strong resemblance with Java, it has numerous strong programming features that make it endearing to multitude of programmers worldwide. Following is the list of few important features: Boolean Conditions Automatic Garbage Collection Standard Library Assembly Versioning Properties and Events Delegates and Events Management Easy-to-use Generics Indexers Conditional Compilation Simple Multithreading LINQ and Lambda Expressions Integration with Windows NEXT Credits to: http://www.tutorialspoint.com/csharp/csharp_quick_guide.htm

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