From d066d0b2244b982d34aa6f1c9d24260e4f011a0c Mon Sep 17 00:00:00 2001 From: XTZGZoReX Date: Mon, 7 Jun 2010 00:22:12 +0200 Subject: * Move some text files. --HG-- branch : trunk --- doc/AuctionHouseBot.txt | 236 ++++++++++++++++++++++++++++++++++++++++++++++++ doc/Text-tables.txt | 87 ------------------ doc/TextTables.txt | 87 ++++++++++++++++++ doc/UnixInstall.txt | 61 +++++++++++++ 4 files changed, 384 insertions(+), 87 deletions(-) create mode 100644 doc/AuctionHouseBot.txt delete mode 100644 doc/Text-tables.txt create mode 100644 doc/TextTables.txt create mode 100644 doc/UnixInstall.txt (limited to 'doc') diff --git a/doc/AuctionHouseBot.txt b/doc/AuctionHouseBot.txt new file mode 100644 index 00000000000..cc15a084c9a --- /dev/null +++ b/doc/AuctionHouseBot.txt @@ -0,0 +1,236 @@ +Populates the auction houses with items. It can make the game feel a bit more +like official on small servers. Items and prices are chosen randomly based on +the parameters you define. If an auction expires, auctions are deleted quietly. +AHBot will not buy it's own items, and will not receive mail from the AH +or get returned mail. + +=============================================================================== +~~HOW TO CONFIGURE~~ +=============================================================================== +Step 1.) Create a character that you are going to use as the auction house bot + character. This character will be the auction's owner for all the + items created by the bot. +Step 2.) Go into the realm database and note the account number for the + character. +Step 3.) Go into the characters database and note the character's GUID. +Step 4.) Log in at least once with this character. + (Do not change the configuration before this) +Step 5.) Tune the configuration options in the configuration file and the + Database. + +#These are the settings in the configuration file: +AuctionHouseBot.DEBUG = 0 +AuctionHouseBot.EnableSeller = 0 +AuctionHouseBot.EnableBuyer = 0 +AuctionHouseBot.UseBuyPriceForSeller = 0 +AuctionHouseBot.UseBuyPriceForBuyer = 0 +AuctionHouseBot.Account = 0 +AuctionHouseBot.GUID = 0 +AuctionHouseBot.ItemsPerCycle = 200 + +AuctionHouseBot.DEBUG enables (1) or disables (0) Debug output +AuctionHouseBot.EnableSeller enables (1) or disables (0) the Seller +AuctionHouseBot.EnableBuyer enables (1) or disables (0) the Buyer +AuctionHouseBot.UseBuyPriceForSeller Use SellPrice (0) or BuyPrice (1) for determining prices +AuctionHouseBot.UseBuyPriceForBuyer Use SellPrice (0) or BuyPrice (1) for determining prices +AuctionHouseBot.Account is the account number (in realmd->account table) of the player you want to run as the auction bot. Note: a value of 0 will disable the bot. +AuctionHouseBot.GUID is the GUID (in characters->characters table) of the player you want to run as the auction bot. Note: a value of 0 will disable the bot. +AuctionHouseBot.ItemsPerCycle determines how many items are added each time AHBot is run (once per minute, by default) + +#These are the Filters For filtering certain items/trade goods from the AH +AuctionHouseBot.VendorItems = 0 +AuctionHouseBot.VendorTradeGoods = 0 +AuctionHouseBot.LootItems = 1 +AuctionHouseBot.LootTradeGoods = 1 +AuctionHouseBot.OtherItems = 0 +AuctionHouseBot.OtherTradeGoods = 0 +AuctionHouseBot.No_Bind = 1 +AuctionHouseBot.Bind_When_Picked_Up = 0 +AuctionHouseBot.Bind_When_Equipped = 1 +AuctionHouseBot.Bind_When_Use = 1 +AuctionHouseBot.Bind_Quest_Item = 0 +AuctionHouseBot.DisableBeta_PTR_Unused = 0 +AuctionHouseBot.DisablePermEnchant = 0 +AuctionHouseBot.DisableConjured = 0 +AuctionHouseBot.DisableGems = 0 +AuctionHouseBot.DisableMoney = 0 +AuctionHouseBot.DisableMoneyLoot = 0 +AuctionHouseBot.DisableLootable = 0 +AuctionHouseBot.DisableKeys = 0 +AuctionHouseBot.DisableDuration = 0 +AuctionHouseBot.DisableBOP_Or_Quest_NoReqLevel = 0 + +AuctionHouseBot.VendorItems is a boolean value (0 or 1) that indicates whether to include Vendor only items +AuctionHouseBot.VendorTradeGoods is a boolean value (0 or 1) that indicates whether to include Vendor only Trade Goods +AuctionHouseBot.LootItems is a boolean value (0 or 1) that indicates whether to include Loot/Fish/Skin/etc. only items +AuctionHouseBot.LootTradeGoods is a boolean value (0 or 1) that indicates whether to include Loot/Fish/Skin/etc. only Trade Goods +AuctionHouseBot.OtherItems is a boolean value (0 or 1) that indicates whether to include Other items not covered by the first 2 +AuctionHouseBot.OtherTradeGoods is a boolean value (0 or 1) that indicates whether to include Other Trade Goods not covered by the first 2 +AuctionHouseBot.No_Bind is a boolean value (0 or 1) that indicates whether to include items with a bonding of 0 +AuctionHouseBot.Bind_When_Picked_Up = is a boolean value (0 or 1) that indicates whether to include items with a bonding of 1 +AuctionHouseBot.Bind_When_Equipped = is a boolean value (0 or 1) that indicates whether to include items with a bonding of 2 +AuctionHouseBot.Bind_When_Use = is a boolean value (0 or 1) that indicates whether to include items with a bonding of 3 +AuctionHouseBot.Bind_Quest_Item = is a boolean value (0 or 1) that indicates whether to include items with a bonding of 4 +AuctionHouseBot.DisableBeta_PTR_Unused is a boolean value (0 or 1) that will Disable certain items that are usually unavailable to Players +AuctionHouseBot.DisablePermEnchant is a boolean value (0 or 1) that will Disable Items with a Permanent Enchantment +AuctionHouseBot.DisableConjured is a boolean value (0 or 1) that will Disable Conjured Items +AuctionHouseBot.DisableGems is a boolean value (0 or 1) that will Disable Gems +AuctionHouseBot.DisableMoney is a boolean value (0 or 1) that will Disable Items that are used as money +AuctionHouseBot.DisableMoneyLoot is a boolean value (0 or 1) that will Disable Items that have Money as a loot +AuctionHouseBot.DisableLootable is a boolean value (0 or 1) that will Disable Items that have other items as loot +AuctionHouseBot.DisableKeys is a boolean value (0 or 1) that will Disable Items that are keys +AuctionHouseBot.DisableDuration is a boolean value (0 or 1) that will Disable Items with a duration +AuctionHouseBot.DisableBOP_Or_Quest_NoReqLevel is a boolean value (0 or 1) that will Disable items that are BOP or Quest Item with a Required level that is less than the Item Level + +#These Filters are boolean (0 or 1) and will disable items that are +#specifically meant for the Class named. +#(UnusedClass is Class 10, which was skipped for some reason) +AuctionHouseBot.DisableWarriorItems = 0 +AuctionHouseBot.DisablePaladinItems = 0 +AuctionHouseBot.DisableHunterItems = 0 +AuctionHouseBot.DisableRogueItems = 0 +AuctionHouseBot.DisablePriestItems = 0 +AuctionHouseBot.DisableDKItems = 0 +AuctionHouseBot.DisableShamanItems = 0 +AuctionHouseBot.DisableMageItems = 0 +AuctionHouseBot.DisableWarlockItems = 0 +AuctionHouseBot.DisableUnusedClassItems = 0 +AuctionHouseBot.DisableDruidItems = 0 + +#These are the Filters For filtering certain items/trade goods from the AH +AuctionHouseBot.DisableItemsBelowLevel = 0 +AuctionHouseBot.DisableItemsAboveLevel = 0 +AuctionHouseBot.DisableTGsBelowLevel = 0 +AuctionHouseBot.DisableTGsAboveLevel = 0 +AuctionHouseBot.DisableItemsBelowGUID = 0 +AuctionHouseBot.DisableItemsAboveGUID = 0 +AuctionHouseBot.DisableTGsBelowGUID = 0 +AuctionHouseBot.DisableTGsAboveGUID = 0 +AuctionHouseBot.DisableItemsBelowReqLevel = 0 +AuctionHouseBot.DisableItemsAboveReqLevel = 0 +AuctionHouseBot.DisableTGsBelowReqLevel = 0 +AuctionHouseBot.DisableTGsAboveReqLevel = 0 +AuctionHouseBot.DisableItemsBelowReqSkillRank = 0 +AuctionHouseBot.DisableItemsAboveReqSkillRank = 0 +AuctionHouseBot.DisableTGsBelowReqSkillRank = 0 +AuctionHouseBot.DisableTGsAboveReqSkillRank = 0 + +#These are the settings in the Database: +#Each Auctionhouse has it's own set of these + +MinItems = 0 +#The Minimum number of items you want to keep in the auction houses. +#(default 0 - minimum will be the same as maximum). +#If it is higher than the value of the corresponding maxItems setting, +#it will be set down to match the maxItems setting. + +MaxItems = 0 +#The Maximum number of items you want to keep in the auction houses. + +#These must add up to 100 each one is the percentage +#of the auction items that should be trade goods of +#that quality. A value of 0 will disable. + +PercentGreyTradeGoods = 0 +PercentWhiteTradeGoods = 27 +PercentGreenTradeGoods = 12 +PercentBlueTradeGoods = 10 +PercentPurpleTradeGoods = 1 +PercentOrangeTradeGoods = 0 +PercentYellowTradeGoods = 0 + +PercentGreyItems = 0 +PercentWhiteItems = 10 +PercentGreenItems = 30 +PercentBlueItems = 8 +PercentPurpleItems = 2 +PercentOrangeItems = 0 +PercentYellowItems = 0 + +#MinPrice(Color) is the minimum price adjustment for items. For example the default is 150, which means 150%. So if an item vendors for 1g it would go to auction for a minimum of 1.5g. +#MaxPrice(Color) is the maximum price adjustment for items. +#MinBidPrice(Color) these two control the starting bid as a percent of the buyout price. For example, if MinBidPrice is 30 and MaxBidPrice is 80 the starting bid for the auction will randomly be between 30-80% of the randomly chosen buyout price. +#MaxBidPrice(Color) these two control the starting bid as a percent of the buyout price. For example, if MinBidPrice is 30 and MaxBidPrice is 80 the starting bid for the auction will randomly be between 30-80% of the randomly chosen buyout price. +#MaxStack(Color) is maximum stack size to create for this quality type. A value of zero will disable the maximum stack size for this quality allowing the bot to create stacks (of random size) of items as big as the item type allows. + +MinPriceGrey = 100 +MaxPriceGrey = 150 +MinBidPriceGrey = 70 +MaxBidPriceGrey = 100 +MaxStackGrey = 0 +MinPriceWhite = 150 +MaxPriceWhite = 250 +MinBidPriceWhite = 70 +MaxBidPriceWhite = 100 +MaxStackWhite = 0 +MinPriceGreen = 800 +MaxPriceGreen = 1400 +MinBidPriceGreen = 80 +MaxBidPriceGreen = 100 +MaxStackGreen = 0 +MinPriceBlue = 1250 +MaxPriceBlue = 1750 +MinBidPriceBlue = 75 +MaxBidPriceBlue = 100 +MaxStackBlue = 0 +MinPricePurple = 2250 +MaxPricePurple = 4550 +MinBidPricePurple = 80 +MaxBidPricePurple = 100 +MaxStackPurple = 0 +MinPriceOrange = 4250 +MaxPriceOrange = 5550 +MinBidPriceOrange = 80 +MaxBidPriceOrange = 100 +MaxStackOrange = 0 +MinPriceYellow = 5250 +MaxPriceYellow = 6550 +MinBidPriceYellow = 80 +MaxBidPriceYellow = 100 +MaxStackYellow = 0 + +#These are the multipliers that are applied to the vendor price for an item, that determines if AHBot will buy it or not. +#1 means AHBot will pay the same as (or less than) a vendor would pay, 2 means up to twice as much, etc. + +BuyerPriceGrey = 1 +BuyerPriceWhite = 3 +BuyerPriceGreen = 5 +BuyerPriceBlue = 12 +BuyerPricePurple = 15 +BuyerPriceOrange = 20 +BuyerPriceYellow = 22 + +#BuyerBiddingInterval is the time (in minutes) between bids. +#BuyerBidsPerInterval is the number of bids the buyer will make in a cycle + +BuyerBiddingInterval = 1 +BuyerBidsPerInterval = 1 + + + +How to use ahcommands from the console (CLI) or in game with GM level 3 players: +ahbotoptions - will display usage instructions +ahbotoptions help - will display the list of commands + +ahexpire - will expire all the auctions in the requested auction house that were created by AHBot. +minitems - will set the minimum number of items in the AH before it starts being filled again. +maxitems - will set the maximum number of items in the AH. +percentages - will set the percentage of each quality in the AH +minprice - will set the minimum price multiplier for auctions. +maxprice - will set the maximum price multiplier for auctions. +minbidprice - will set the minimum starting bid as a percent of the buyout price for auctions. +maxbidprice - will set the maximum starting bid as a percent of the buyout price for auctions. +maxstack - will set the maximum number of items in stacks for auctions. 0 will set the maximum to the maximum for that item type. +buyerprice - will set the bid price multiplier for auctions. +biddinginterval - will set the number of minutes between bids on auctions. +bidsperinterval - will set the number of bids to enter per cycle. + +The auction house IDs are: +2 - Alliance +6 - Horde +7 - Neutral + + +AHBot Originally made by Chris K. Currently maintained by Paradox +Much thanks to Chris K, grether and Dolomit6! +AHBot Now includes AHBuyer created by Kerbe as a derivative of AHBot, and later modified by Paradox diff --git a/doc/Text-tables.txt b/doc/Text-tables.txt deleted file mode 100644 index eac63384785..00000000000 --- a/doc/Text-tables.txt +++ /dev/null @@ -1,87 +0,0 @@ -========================================= -Texts Documentation -========================================= - -Scriptdev2 Revision 695 introduces a new format for using texts in EventAI and SD2 Scripts. -This information relates to the *_texts tables located in the ScriptDev Database. - -Any script can at any time access and use text from any of the three text tables, as long as the entry does in fact exist. -Custom scripters are adviced to store their text data in custom_texts. - -The different tables has ranges of entries allowed for that table. -Reserved EventAI in Mangos entry -1 -> -999999 -script_texts: entry -1000000 -> -1999999 -custom_texts: entry -2000000 -> -2999999 -Any entry out of range for that table will display a startup error. - - -========================================= -Basic Structure of script_texts and custom_texts -========================================= -Below is a the list of current fields within the texts tables. - -Field_Name Description ------------------------------------------------------------ -entry This value is mearly an NEGATIVE identifier of the current text number. Required for sql queries. -content_default This is the actual text presented in the default language (English). - -content_loc1 This is the actual text presented in the Localization #1 Clients (Korean) -content_loc2 This is the actual text presented in the Localization #2 Clients (French) -content_loc3 This is the actual text presented in the Localization #3 Clients (German) -content_loc4 This is the actual text presented in the Localization #4 Clients (Chinese) -content_loc5 This is the actual text presented in the Localization #5 Clients (Taiwanese) -content_loc6 This is the actual text presented in the Localization #6 Clients (Spanish) -content_loc7 This is the actual text presented in the Localization #7 Clients (Spanish Mexico) -content_loc8 This is the actual text presented in the Localization #8 Clients (Russian) - -sound This value is the Sound ID that corresponds to the actual text used (Defined in SoundEntries.dbc). -type Variables used to define type of text (Say/Yell/Textemote/Whisper). -language This value is the Language that the text is native in (Defined in Languages.dbc). -emote Value from enum Emote (defined in Emotes.dbc). Only source of text will play this emote (not target, if target are defined in DoScriptText) -comment This is a comment regarding the text entry (For ACID, accepted format is to use Creature ID of NPC using it). - -Note: Fields `content_loc1` to `content_loc8` are NULL values by default and are handled by seperate localization projects. - - -========================================= -Text Types (type) -========================================= -Below is the list of current Text types that texts tables can handle. These were previously seperate Actions in ACID. - -# Internal Name Description ------------------------------------------------------------ -0 CHAT_TYPE_SAY This type sets the text to be displayed as a Say (Speech Bubble). -1 CHAT_TYPE_YELL This type sets the text to be displayed as a Yell (Red Speech Bubble) and usually has a matching Sound ID. -2 CHAT_TYPE_TEXT_EMOTE This type sets the text to be displayed as a text emote in orange in the chat log. -3 CHAT_TYPE_BOSS_EMOTE This type sets the text to be displayed as a text emote in orange in the chat log (Used only for specific Bosses). -4 CHAT_TYPE_WHISPER This type sets the text to be displayed as a whisper to the player in the chat log. -5 CHAT_TYPE_BOSS_WHISPER This type sets the text to be displayed as a whisper to the player in the chat log (Used only for specific Bosses). -6 CHAT_TYPE_ZONE_YELL Same as CHAT_TYPE_YELL but will display to all players in current zone. - - -========================================= -Language Types (language) -========================================= -Below is the list of current Language types that are allowed. -This is the Race Language that the text is native to (So it will display properly) - -# Internal Name Description ------------------------------------------------------------ -0 UNIVERSAL Text in this language is understood by ALL Races. -1 ORCISH Text in this language is understood ONLY by Horde Races. -2 DARNASSIAN Text in this language is understood ONLY by the Night Elf Race. -3 TAURAHE Text in this language is understood ONLY by the Tauren Race. -6 DWARVISH Text in this language is understood ONLY by the Dwarf Race. -7 COMMON Text in this language is understood ONLY by Alliance Races. -8 DEMONIC Text in this language is understood ONLY by the Demon Race (Not Implimented). -9 TITAN This language was used by Sargeras to speak with other Titians (Not Implemented). -10 THALASSIAN Text in this language is understood ONLY by the Blood Elf Race. -11 DRACONIC Text in this language is understood ONLY by the Dragon Race. -12 KALIMAG Text will display as Kalimag (not readable by players, language of all elementals) -13 GNOMISH Text in this language is understood ONLY by the Gnome Race. -14 TROLL Text in this language is understood ONLY by the Troll Race. -33 GUTTERSPEAK Text in this language is understood ONLY by the Undead Race. -35 DRAENEI Text in this language is understood ONLY by the Draenai Race. -36 ZOMBIE (not currently used?) -37 GNOMISH BINARY Binary language used by Alliance when drinking Binary Brew -38 GOBLIN BINARY Binary language used by Horce when drinking Binary Brew \ No newline at end of file diff --git a/doc/TextTables.txt b/doc/TextTables.txt new file mode 100644 index 00000000000..eac63384785 --- /dev/null +++ b/doc/TextTables.txt @@ -0,0 +1,87 @@ +========================================= +Texts Documentation +========================================= + +Scriptdev2 Revision 695 introduces a new format for using texts in EventAI and SD2 Scripts. +This information relates to the *_texts tables located in the ScriptDev Database. + +Any script can at any time access and use text from any of the three text tables, as long as the entry does in fact exist. +Custom scripters are adviced to store their text data in custom_texts. + +The different tables has ranges of entries allowed for that table. +Reserved EventAI in Mangos entry -1 -> -999999 +script_texts: entry -1000000 -> -1999999 +custom_texts: entry -2000000 -> -2999999 +Any entry out of range for that table will display a startup error. + + +========================================= +Basic Structure of script_texts and custom_texts +========================================= +Below is a the list of current fields within the texts tables. + +Field_Name Description +----------------------------------------------------------- +entry This value is mearly an NEGATIVE identifier of the current text number. Required for sql queries. +content_default This is the actual text presented in the default language (English). + +content_loc1 This is the actual text presented in the Localization #1 Clients (Korean) +content_loc2 This is the actual text presented in the Localization #2 Clients (French) +content_loc3 This is the actual text presented in the Localization #3 Clients (German) +content_loc4 This is the actual text presented in the Localization #4 Clients (Chinese) +content_loc5 This is the actual text presented in the Localization #5 Clients (Taiwanese) +content_loc6 This is the actual text presented in the Localization #6 Clients (Spanish) +content_loc7 This is the actual text presented in the Localization #7 Clients (Spanish Mexico) +content_loc8 This is the actual text presented in the Localization #8 Clients (Russian) + +sound This value is the Sound ID that corresponds to the actual text used (Defined in SoundEntries.dbc). +type Variables used to define type of text (Say/Yell/Textemote/Whisper). +language This value is the Language that the text is native in (Defined in Languages.dbc). +emote Value from enum Emote (defined in Emotes.dbc). Only source of text will play this emote (not target, if target are defined in DoScriptText) +comment This is a comment regarding the text entry (For ACID, accepted format is to use Creature ID of NPC using it). + +Note: Fields `content_loc1` to `content_loc8` are NULL values by default and are handled by seperate localization projects. + + +========================================= +Text Types (type) +========================================= +Below is the list of current Text types that texts tables can handle. These were previously seperate Actions in ACID. + +# Internal Name Description +----------------------------------------------------------- +0 CHAT_TYPE_SAY This type sets the text to be displayed as a Say (Speech Bubble). +1 CHAT_TYPE_YELL This type sets the text to be displayed as a Yell (Red Speech Bubble) and usually has a matching Sound ID. +2 CHAT_TYPE_TEXT_EMOTE This type sets the text to be displayed as a text emote in orange in the chat log. +3 CHAT_TYPE_BOSS_EMOTE This type sets the text to be displayed as a text emote in orange in the chat log (Used only for specific Bosses). +4 CHAT_TYPE_WHISPER This type sets the text to be displayed as a whisper to the player in the chat log. +5 CHAT_TYPE_BOSS_WHISPER This type sets the text to be displayed as a whisper to the player in the chat log (Used only for specific Bosses). +6 CHAT_TYPE_ZONE_YELL Same as CHAT_TYPE_YELL but will display to all players in current zone. + + +========================================= +Language Types (language) +========================================= +Below is the list of current Language types that are allowed. +This is the Race Language that the text is native to (So it will display properly) + +# Internal Name Description +----------------------------------------------------------- +0 UNIVERSAL Text in this language is understood by ALL Races. +1 ORCISH Text in this language is understood ONLY by Horde Races. +2 DARNASSIAN Text in this language is understood ONLY by the Night Elf Race. +3 TAURAHE Text in this language is understood ONLY by the Tauren Race. +6 DWARVISH Text in this language is understood ONLY by the Dwarf Race. +7 COMMON Text in this language is understood ONLY by Alliance Races. +8 DEMONIC Text in this language is understood ONLY by the Demon Race (Not Implimented). +9 TITAN This language was used by Sargeras to speak with other Titians (Not Implemented). +10 THALASSIAN Text in this language is understood ONLY by the Blood Elf Race. +11 DRACONIC Text in this language is understood ONLY by the Dragon Race. +12 KALIMAG Text will display as Kalimag (not readable by players, language of all elementals) +13 GNOMISH Text in this language is understood ONLY by the Gnome Race. +14 TROLL Text in this language is understood ONLY by the Troll Race. +33 GUTTERSPEAK Text in this language is understood ONLY by the Undead Race. +35 DRAENEI Text in this language is understood ONLY by the Draenai Race. +36 ZOMBIE (not currently used?) +37 GNOMISH BINARY Binary language used by Alliance when drinking Binary Brew +38 GOBLIN BINARY Binary language used by Horce when drinking Binary Brew \ No newline at end of file diff --git a/doc/UnixInstall.txt b/doc/UnixInstall.txt new file mode 100644 index 00000000000..a0bd7e07715 --- /dev/null +++ b/doc/UnixInstall.txt @@ -0,0 +1,61 @@ += TrinityCore -- Linux installation = + +Copyright (C) Trinity Core (http://www.trinitycore.org) + +CHECK http://www.trinitycore.info/w/Linux_Build_HOWTO FOR FURTHER HELP + +Installing Trinity Core is fairly simple on a Linux machine, assuming +you have all required applications + +The most important ones are: + + g++ + gcc + make + cmake version 2.6.x or greater + libmysql++-dev + subversion (for checking out Trinity Database) + mercurial (for checking out the core) + openssl + libssl-dev + zlib1g-dev + libtool + libmysqlclient15-dev + patch + build-essential + mysql-client + +Most of these are included on common Linux distros, others you may have to install by your self. +Please check your distro's repos. + +Make a directory to build in, you can call it anything you want like build or bin etc, then go into +the directory and cmake and make. E.G. you created a dir named build ad want to have your final + compiled product installed in /home/trinity/server, an example sequence of commands can be : + + cmake ../ -DPREFIX=/home/trinity/server + make + make install + +Thats just about all thats needed. You can however tweak more settings than where to install using flags built into our cmake files. Just open up CMakeLists.txt in the main folder and take a look at some of the flags like + + DO_MYSQL --mysql database support (enabled or disabled by a 1 or 0, enabled by default) + DO_SCRIPTS --enable or disable trinity script (enabled or disabled by a 1 or 0, enabled by default) + DO_RA --remote administration (enabled or disabled by a 1 or 0) + DO_DEBUG --enable debugging (enabled or disabled by a 1 or 0) + DO_CLI --enable command line support (enabled or disabled by a 1 or 0, enabled by default) + LARGE_CELL --enable large cells (enabled or disabled by a 1 or 0, disabled by default, enabling can cause CPU spikes) + SHORT_SLEEP --changes sleep time from 100ms to 50ms + PREFIX --prefix directory for install (see example for use) + CONF_DIR --location for your trinity config files + CMAKE_C_FLAGS --advanced users only + CMAKE_CXX_FLAGS --advanced users only + + +Of course, replace the paths in prefix, conf_dir with the directories you wish to install +Trinity Core to. The datadir is where maps, DBCs, and SQLs are stored. The sysconfdir +is where configuration files are stored. + +Once Trinity Core is installed you will need to +apply database updates where necessary. Furthermore, you must +configure your installation by editing the config files in the +sysconfdir. -- cgit v1.2.3