Forums WoW Modding Support Archives Azerothcore Discord Archives [DiscordArchive] Why would you look for the files in the first place? What do you want to do with them?

[DiscordArchive] Why would you look for the files in the first place? What do you want to do with them?

[DiscordArchive] Why would you look for the files in the first place? What do you want to do with them?

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rektbyfaith
Administrator
0
11-24-2024, 01:54 PM
#1
Archived author: Honey • Posted: 2024-11-24T13:54:12.591000+00:00
Original source

Why would you look for the files in the first place? What do you want to do with them?
rektbyfaith
11-24-2024, 01:54 PM #1

Archived author: Honey • Posted: 2024-11-24T13:54:12.591000+00:00
Original source

Why would you look for the files in the first place? What do you want to do with them?

rektbyfaith
Administrator
0
11-24-2024, 02:04 PM
#2
Archived author: OUTRAKE • Posted: 2024-11-24T14:04:40.883000+00:00
Original source

any method to hook on spec change other than
```
void OnSpellCast(Player* player, Spell* spell, bool /*skipCheck*/) override
{
// 63644 - Activate Secondary Spec
// 63645 - Activate Primary Spec
if (spell && (spell->GetSpellInfo()->Id == 63644 || spell->GetSpellInfo()->Id == 63645))
{
if player->HasTankSpec() ...
}
}
```
rektbyfaith
11-24-2024, 02:04 PM #2

Archived author: OUTRAKE • Posted: 2024-11-24T14:04:40.883000+00:00
Original source

any method to hook on spec change other than
```
void OnSpellCast(Player* player, Spell* spell, bool /*skipCheck*/) override
{
// 63644 - Activate Secondary Spec
// 63645 - Activate Primary Spec
if (spell && (spell->GetSpellInfo()->Id == 63644 || spell->GetSpellInfo()->Id == 63645))
{
if player->HasTankSpec() ...
}
}
```

rektbyfaith
Administrator
0
11-24-2024, 02:05 PM
#3
Archived author: OUTRAKE • Posted: 2024-11-24T14:05:27.614000+00:00
Original source

because hastankspec doesnt return true on spec change
rektbyfaith
11-24-2024, 02:05 PM #3

Archived author: OUTRAKE • Posted: 2024-11-24T14:05:27.614000+00:00
Original source

because hastankspec doesnt return true on spec change

rektbyfaith
Administrator
0
11-24-2024, 02:05 PM
#4
Archived author: OUTRAKE • Posted: 2024-11-24T14:05:52.233000+00:00
Original source

it return true after if you change the spec again, from tank spec to dps spec
rektbyfaith
11-24-2024, 02:05 PM #4

Archived author: OUTRAKE • Posted: 2024-11-24T14:05:52.233000+00:00
Original source

it return true after if you change the spec again, from tank spec to dps spec

rektbyfaith
Administrator
0
11-24-2024, 02:17 PM
#5
Archived author: OUTRAKE • Posted: 2024-11-24T14:17:37.995000+00:00
Original source

this should work? `OnForgotSpell()`
rektbyfaith
11-24-2024, 02:17 PM #5

Archived author: OUTRAKE • Posted: 2024-11-24T14:17:37.995000+00:00
Original source

this should work? `OnForgotSpell()`

rektbyfaith
Administrator
0
11-24-2024, 02:17 PM
#6
Archived author: OUTRAKE • Posted: 2024-11-24T14:17:46.703000+00:00
Original source

because after spec is changed you learn/forgot spells
rektbyfaith
11-24-2024, 02:17 PM #6

Archived author: OUTRAKE • Posted: 2024-11-24T14:17:46.703000+00:00
Original source

because after spec is changed you learn/forgot spells

rektbyfaith
Administrator
0
11-24-2024, 03:04 PM
#7
Archived author: OUTRAKE • Posted: 2024-11-24T15:04:28.169000+00:00
Original source

this doesnt trigger on change spec abilities
```
void OnLearnSpell(Player* player, uint32 /*spell*/) override
```
[Image: image.png?ex=690c103c&is=690abebc&hm=141...3407fe63f&]
rektbyfaith
11-24-2024, 03:04 PM #7

Archived author: OUTRAKE • Posted: 2024-11-24T15:04:28.169000+00:00
Original source

this doesnt trigger on change spec abilities
```
void OnLearnSpell(Player* player, uint32 /*spell*/) override
```
[Image: image.png?ex=690c103c&is=690abebc&hm=141...3407fe63f&]

rektbyfaith
Administrator
0
11-24-2024, 03:20 PM
#8
Archived author: Revision • Posted: 2024-11-24T15:20:12.290000+00:00
Original source

You don't learn the spells when changing spec, they're already there; they just "activate" when you change spec.
rektbyfaith
11-24-2024, 03:20 PM #8

Archived author: Revision • Posted: 2024-11-24T15:20:12.290000+00:00
Original source

You don't learn the spells when changing spec, they're already there; they just "activate" when you change spec.

rektbyfaith
Administrator
0
11-24-2024, 03:26 PM
#9
Archived author: OUTRAKE • Posted: 2024-11-24T15:26:30.546000+00:00
Original source

yea there is not hook for that
rektbyfaith
11-24-2024, 03:26 PM #9

Archived author: OUTRAKE • Posted: 2024-11-24T15:26:30.546000+00:00
Original source

yea there is not hook for that

rektbyfaith
Administrator
0
11-24-2024, 03:26 PM
#10
Archived author: OUTRAKE • Posted: 2024-11-24T15:26:48.606000+00:00
Original source

thats the only solution i found
```
void OnSpellCast(Player* player, Spell* spell, bool /*skipCheck*/) override
{
// 63644 - Activate Secondary Spec
// 63645 - Activate Primary Spec
if (spell && (spell->GetSpellInfo()->Id == 63644 || spell->GetSpellInfo()->Id == 63645))
{
player->m_Events.AddEvent(new ApplyBuffEvent(player), player->m_Events.CalculateTime(5000));
}
}
```
rektbyfaith
11-24-2024, 03:26 PM #10

Archived author: OUTRAKE • Posted: 2024-11-24T15:26:48.606000+00:00
Original source

thats the only solution i found
```
void OnSpellCast(Player* player, Spell* spell, bool /*skipCheck*/) override
{
// 63644 - Activate Secondary Spec
// 63645 - Activate Primary Spec
if (spell && (spell->GetSpellInfo()->Id == 63644 || spell->GetSpellInfo()->Id == 63645))
{
player->m_Events.AddEvent(new ApplyBuffEvent(player), player->m_Events.CalculateTime(5000));
}
}
```

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