[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
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?
Archived author: Kitzunu • Posted: 2023-09-28T21:06:59.664000+00:00
Original source
Any script using a spell
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
Archived author: Kitzunu • Posted: 2023-09-28T21:07:39.125000+00:00
Original source
If the validation fails
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.
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.
Archived author: Bench • Posted: 2023-09-28T22:57:25.464000+00:00
Original source
We've all seen worse formatting, no big deal
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
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.