Forums WoW Modding Support Archives Azerothcore Discord Archives [DiscordArchive] Validating spells has to be done in all creatureAI / spellscript / aurascript if the script is casti

[DiscordArchive] Validating spells has to be done in all creatureAI / spellscript / aurascript if the script is casti

[DiscordArchive] Validating spells has to be done in all creatureAI / spellscript / aurascript if the script is casti

rektbyfaith
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09-28-2023, 08:53 PM
#1
Archived author: sudlud • Posted: 2023-09-28T20:53:10.894000+00:00
Original source

Validating spells has to be done in all creatureAI / spellscript / aurascript if the script is casting one or more spells?
rektbyfaith
09-28-2023, 08:53 PM #1

Archived author: sudlud • Posted: 2023-09-28T20:53:10.894000+00:00
Original source

Validating spells has to be done in all creatureAI / spellscript / aurascript if the script is casting one or more spells?

rektbyfaith
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09-28-2023, 09:06 PM
#2
Archived author: Kitzunu • Posted: 2023-09-28T21:06:59.664000+00:00
Original source

Any script using a spell
rektbyfaith
09-28-2023, 09:06 PM #2

Archived author: Kitzunu • Posted: 2023-09-28T21:06:59.664000+00:00
Original source

Any script using a spell

rektbyfaith
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09-28-2023, 09:07 PM
#3
Archived author: Kitzunu • Posted: 2023-09-28T21:07:30.430000+00:00
Original source

Because worldserver wont boot if the spell doesnt exist in dbc files
rektbyfaith
09-28-2023, 09:07 PM #3

Archived author: Kitzunu • Posted: 2023-09-28T21:07:30.430000+00:00
Original source

Because worldserver wont boot if the spell doesnt exist in dbc files

rektbyfaith
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09-28-2023, 09:07 PM
#4
Archived author: Kitzunu • Posted: 2023-09-28T21:07:39.125000+00:00
Original source

If the validation fails
rektbyfaith
09-28-2023, 09:07 PM #4

Archived author: Kitzunu • Posted: 2023-09-28T21:07:39.125000+00:00
Original source

If the validation fails

rektbyfaith
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09-28-2023, 10:48 PM
#5
Archived author: KJack • Posted: 2023-09-28T22:48:58.898000+00:00
Original source

okay, i'm trying to wrap my head around something. i am starting to understand the difference between a map and an instance, but want to confirm my understanding.

when a dungeon is entered for the first time, two sets of NPCs (and presumably game objects) are brought into creation and trigger OnCreateMap. The first is has a MapId but no InstanceId (which I'll call the **base map** and the other has a MapId and an InstanceId (which I'll call the **instance**). The player enters the **instance**.

What relationship do the NPCs in the **base map** have to the ones in the **instance** after the **instance** has been created? I presume that the **instance** is being copied from the **base map**, which makes sense. But what happens if I change the level of a creature in the **base map**? Does that propagate down to the **instances**? What about the other way - can I change stats for **instance** NPCs without affecting the **base map**?

All of this is in support of AutoBalance improvements. My intention is to get to where players can choose a difficulty for their particular instance rather than changes being universal.

Appreciate any and all insights.
rektbyfaith
09-28-2023, 10:48 PM #5

Archived author: KJack • Posted: 2023-09-28T22:48:58.898000+00:00
Original source

okay, i'm trying to wrap my head around something. i am starting to understand the difference between a map and an instance, but want to confirm my understanding.

when a dungeon is entered for the first time, two sets of NPCs (and presumably game objects) are brought into creation and trigger OnCreateMap. The first is has a MapId but no InstanceId (which I'll call the **base map** and the other has a MapId and an InstanceId (which I'll call the **instance**). The player enters the **instance**.

What relationship do the NPCs in the **base map** have to the ones in the **instance** after the **instance** has been created? I presume that the **instance** is being copied from the **base map**, which makes sense. But what happens if I change the level of a creature in the **base map**? Does that propagate down to the **instances**? What about the other way - can I change stats for **instance** NPCs without affecting the **base map**?

All of this is in support of AutoBalance improvements. My intention is to get to where players can choose a difficulty for their particular instance rather than changes being universal.

Appreciate any and all insights.

rektbyfaith
Administrator
0
09-28-2023, 10:50 PM
#6
Archived author: KJack • Posted: 2023-09-28T22:50:03.854000+00:00
Original source

Sorry for annoying bold, a lot of these terms overlap and I was trying to differentiate.
rektbyfaith
09-28-2023, 10:50 PM #6

Archived author: KJack • Posted: 2023-09-28T22:50:03.854000+00:00
Original source

Sorry for annoying bold, a lot of these terms overlap and I was trying to differentiate.

rektbyfaith
Administrator
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09-28-2023, 10:57 PM
#7
Archived author: Bench • Posted: 2023-09-28T22:57:25.464000+00:00
Original source

We've all seen worse formatting, no big deal
rektbyfaith
09-28-2023, 10:57 PM #7

Archived author: Bench • Posted: 2023-09-28T22:57:25.464000+00:00
Original source

We've all seen worse formatting, no big deal

rektbyfaith
Administrator
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09-28-2023, 11:24 PM
#8
Archived author: Rymercyble • Posted: 2023-09-28T23:24:30.950000+00:00
Original source

u can scale mobs within instance however u want....i would say trying ot create system which would allow this as base is pointless just do it on runtime for instance same as autobalance already does
rektbyfaith
09-28-2023, 11:24 PM #8

Archived author: Rymercyble • Posted: 2023-09-28T23:24:30.950000+00:00
Original source

u can scale mobs within instance however u want....i would say trying ot create system which would allow this as base is pointless just do it on runtime for instance same as autobalance already does

rektbyfaith
Administrator
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09-28-2023, 11:27 PM
#9
Archived author: KJack • Posted: 2023-09-28T23:27:12.965000+00:00
Original source

autobalance currently edits the map itself, not the instance of the map. so it is impossible to have two instances running concurrently with different scaling settings. that's what i'm headed towards changing.
rektbyfaith
09-28-2023, 11:27 PM #9

Archived author: KJack • Posted: 2023-09-28T23:27:12.965000+00:00
Original source

autobalance currently edits the map itself, not the instance of the map. so it is impossible to have two instances running concurrently with different scaling settings. that's what i'm headed towards changing.

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