Forums WoW Modding Support Archives Azerothcore Discord Archives [DiscordArchive] I mean if a player is in Wintergrasp and fighting an enemy player and dealing 99% of the damage, wit

[DiscordArchive] I mean if a player is in Wintergrasp and fighting an enemy player and dealing 99% of the damage, wit

[DiscordArchive] I mean if a player is in Wintergrasp and fighting an enemy player and dealing 99% of the damage, wit

rektbyfaith
Administrator
0
06-28-2025, 06:40 PM
#1
Archived author: metallinos • Posted: 2025-06-28T18:40:44.954000+00:00
Original source

I mean if a player is in Wintergrasp and fighting an enemy player and dealing 99% of the damage, with their faction's guards dealing the killing blow. Does this script still count it as a player killing another player? If not, is that intended?
rektbyfaith
06-28-2025, 06:40 PM #1

Archived author: metallinos • Posted: 2025-06-28T18:40:44.954000+00:00
Original source

I mean if a player is in Wintergrasp and fighting an enemy player and dealing 99% of the damage, with their faction's guards dealing the killing blow. Does this script still count it as a player killing another player? If not, is that intended?

rektbyfaith
Administrator
0
06-28-2025, 06:53 PM
#2
Archived author: Edronax • Posted: 2025-06-28T18:53:20.300000+00:00
Original source

Not sure I will check! Didn't think about that scenario. Thanks Metallinos!! Really appreciate the feedbacks
rektbyfaith
06-28-2025, 06:53 PM #2

Archived author: Edronax • Posted: 2025-06-28T18:53:20.300000+00:00
Original source

Not sure I will check! Didn't think about that scenario. Thanks Metallinos!! Really appreciate the feedbacks

rektbyfaith
Administrator
0
06-28-2025, 08:36 PM
#3
Archived author: metallinos • Posted: 2025-06-28T20:36:11.430000+00:00
Original source

I've decided to continue the mod-Eluna multistate port that <@1005807249152802886> started on a while back, and it works fine now on both multistate and compatibility mode. (Upstream Eluna recently removed compatibility mode altogether, but I gather it's a prerequisite for this rewrite of mod-Eluna to be merged at all, so I made sure it is functional on mod-Eluna for now.)

Long story short, I've added the following changes:
1. Stack self-correction. While technically a leftover from debugging the issues passing functions and args, I've left it in as the changes prevent stack corruption and related compounding errors altogether. Now, if something breaks the stack, one can more easily see what and why, and potentially add an assert for more direct feedback.
2. A separate functionRef/eventId tracker system to prevent the functionRef from being dereferenced between scheduling and calling timed events
3. Cherry picked in the persistent Data() methods from upstream Eluna. This requires the core to include a header from mod-Eluna (LuaValues.h), which is exposed through an after_game.cmake file in mod-Eluna.
4. And of course the many rewrites from <@1005807249152802886>'s original PRs

Anyone willing to give it a go can do so by cloning these two repos:
1. Core with support for multistate (slight changes are required to create Eluna instances per map): https://github.com/mostlynick3/azerothco...multistate
2. mod-Eluna multistate: https://github.com/mostlynick3/mod-eluna...multistate
rektbyfaith
06-28-2025, 08:36 PM #3

Archived author: metallinos • Posted: 2025-06-28T20:36:11.430000+00:00
Original source

I've decided to continue the mod-Eluna multistate port that <@1005807249152802886> started on a while back, and it works fine now on both multistate and compatibility mode. (Upstream Eluna recently removed compatibility mode altogether, but I gather it's a prerequisite for this rewrite of mod-Eluna to be merged at all, so I made sure it is functional on mod-Eluna for now.)

Long story short, I've added the following changes:
1. Stack self-correction. While technically a leftover from debugging the issues passing functions and args, I've left it in as the changes prevent stack corruption and related compounding errors altogether. Now, if something breaks the stack, one can more easily see what and why, and potentially add an assert for more direct feedback.
2. A separate functionRef/eventId tracker system to prevent the functionRef from being dereferenced between scheduling and calling timed events
3. Cherry picked in the persistent Data() methods from upstream Eluna. This requires the core to include a header from mod-Eluna (LuaValues.h), which is exposed through an after_game.cmake file in mod-Eluna.
4. And of course the many rewrites from <@1005807249152802886>'s original PRs

Anyone willing to give it a go can do so by cloning these two repos:
1. Core with support for multistate (slight changes are required to create Eluna instances per map): https://github.com/mostlynick3/azerothco...multistate
2. mod-Eluna multistate: https://github.com/mostlynick3/mod-eluna...multistate

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