[DiscordArchive] That's right, friend! What's that bookshelf back there?
[DiscordArchive] That's right, friend! What's that bookshelf back there?
Archived author: Didio • Posted: 2025-10-21T21:13:28.857000+00:00
Original source
That's right, friend! What's that bookshelf back there?
Archived author: MacWarrior • Posted: 2025-10-22T06:12:59.549000+00:00
Original source
My bad, wrong displayID because of huge 29487 nearby
![[Image: image.png?ex=690c3cba&is=690aeb3a&hm=691...1ed4c446f&]](https://cdn.discordapp.com/attachments/284323424032129024/1430439102804922489/image.png?ex=690c3cba&is=690aeb3a&hm=691b352c8eb0aa678064a41d470272342a76b5e7780701752d8ac271ed4c446f&)
![[Image: image.png?ex=690c3cba&is=690aeb3a&hm=513...6efe8759f&]](https://cdn.discordapp.com/attachments/284323424032129024/1430439103236931714/image.png?ex=690c3cba&is=690aeb3a&hm=51335a4a074e76e495c6a4c86a9a426a33665af1508530828a26bd56efe8759f&)
Archived author: MacWarrior • Posted: 2025-10-22T06:14:18.545000+00:00
Original source
![[Image: image.png?ex=690c3cba&is=690aeb3a&hm=691...1ed4c446f&]](https://cdn.discordapp.com/attachments/284323424032129024/1430439102804922489/image.png?ex=690c3cba&is=690aeb3a&hm=691b352c8eb0aa678064a41d470272342a76b5e7780701752d8ac271ed4c446f&)
![[Image: image.png?ex=690c3cba&is=690aeb3a&hm=513...6efe8759f&]](https://cdn.discordapp.com/attachments/284323424032129024/1430439103236931714/image.png?ex=690c3cba&is=690aeb3a&hm=51335a4a074e76e495c6a4c86a9a426a33665af1508530828a26bd56efe8759f&)
Archived author: sudlud • Posted: 2025-10-22T08:12:21.282000+00:00
Original source
is that a mod or something? placing all the model ids in the world to look at
Archived author: MacWarrior • Posted: 2025-10-22T08:35:56.318000+00:00
Original source
Custom content I made ; with client editions (New map)
Archived author: NGAndersson • Posted: 2025-10-22T11:00:59.517000+00:00
Original source
Hiya! I'm working on my own MMO and I'm glancing over at WoW for inspiration. I'm currently at the point where I want to implement Talents. It's very straight forward when it comes to talents that just increase a basic modifier somewhere, but I'm struggling to think of good solutions to talents that modify how spells work in a complex way.
I'm looking at, for example, the Rogue talent [Cut to the Chase](https://www.wowhead.com/wotlk/spell=5166...-the-chase) and I'm seeing in the AzerothCore repo that SpellAuras are a thing. I think I'll do something similar.
But, I'm very curious how the Dummy SpellAuraEffect works. I would imagine this is an effect (with an optional associated Value) that would be checked for at very specific points. For Cut to the Chase this would be in some sort of OnCast for Eviscerate and Envenom (the wowhead entry seems to say that the dummy aura affects Rupture and Garrote though?). I'm having no luck figuring out where/how these dummy auras are checked though, and I'm wondering if anyone here is help guide me to the right place
Archived author: Mithria • Posted: 2025-10-22T11:41:01.198000+00:00
Original source
When you learn the talent Cut to the Chase, an associated dummy aura is put on the player with flags on it that makes it invisible and passive (meaning its applied by the core and cannot be removed without unlearning the talent). Normally, these passives have effects they apply to specific spells as defined in the dbc files (such as mod crit chance or mod damage).
Cut to the Chase is too complicated for a dbc to define its effect so it has a coded effect in Unit.cpp. the way this triggers is basically, the talent in Spell.dbc has a proc chance, and this proc is handled in Unit.cpp with HandleDummyAuraProc() where it determines what dummyaura proc'd and how to handle it. In the case of cut to the chase, it looks up slice and dice and refreshes its duration
how it knows which spells can proc it? thats defined in the db table spell_proc_event where cut to the chase defines that it is affected by SpellFamilyMask 131072 which eviscerate has. and 8 which envenom has
Archived author: Mithria • Posted: 2025-10-22T11:41:10.662000+00:00
Original source
sorry shit explanation but its a bit convoluted lmao
Archived author: NGAndersson • Posted: 2025-10-22T11:58:59.808000+00:00
Original source
Aaah this is super helpful! Thank you!
So if I understand correctly (doing some guessing still);
1. The `spell_proc_event` table has links between spell families with dummy auras(?). One of the entries links the family for Cut to the Chase (-51664) to Eviscerate and Envenom.
2. When cast, spells lookup themselves in the `spell_proc_event` table to see if any procs are possible.
3. If they have any links possible, check if the caster has any aura in the family (-51664). Check the Cooldown, ppmRate, etc in the table row to determine if the proc happens.
4. If it does, call `Unit::HandleDummyAuraProc()` with the ID for the dummy aura.
Archived author: Mithria • Posted: 2025-10-22T12:05:45.049000+00:00
Original source
The cut to the chase spell in Spell.dbc just has a procFlag of "on melee spell hit". spell_proc_event defines some finer tuning on procs. One thing it can do is define which spells can actually trigger a proc. without this, the procFlag from Spell.dbc would cause our dummy aura to proc on every melee ability.
i havent looked into when exactly spells check the spell_proc_event table, but i imagine its either on cast or on hit.
also for your step 4, you'd THINK thats how it works, but prepare to shit your ass when you hear this one. For cut to the chase, and many other dummy auras, it enters a switch for the spellfamily (in this case, hitting the case for spell_family_rogue) and then checks a series of if statements which check ***spell icon*** of the dummy aura to see if it matches cut to the chase