[DiscordArchive] What ties the individual item to the container? Eluna::Push(L, item->GetGUID().GetCounter()); is ju
[DiscordArchive] What ties the individual item to the container? Eluna::Push(L, item->GetGUID().GetCounter()); is ju
ush(L, item->GetGUID().GetCounter()); is just for the return value right?
Archived author: whatwere • Posted: 2022-07-16T18:59:31.885000+00:00
Original source
What ties the individual item to the container? Eluna:
ush(L, item->GetGUID().GetCounter()); is just for the return value right?
Archived author: Honey • Posted: 2022-07-16T19:00:18.774000+00:00
Original source
Drop the world database and let the worldserver re-populate it at the next startup automatically.
Archived author: Honey • Posted: 2022-07-16T19:00:42.059000+00:00
Original source
Right, that pushes the guid to the eluna script.
Archived author: Honey • Posted: 2022-07-16T19:02:09.049000+00:00
Original source
```cpp
LootStoreItem storeItem(item->GetEntry(), 0, 100, 0, LOOT_MODE_DEFAULT, 0, item->GetCount(), item->GetCount());
go->loot.AddItem(storeItem);
```
`item` is added to the targeted gameobject `go`, which must be empty at this point.
Archived author: whatwere • Posted: 2022-07-16T19:03:27.588000+00:00
Original source
Isn't item->GetEntry() the item template? How does that work?
Archived author: whatwere • Posted: 2022-07-16T19:04:12.903000+00:00
Original source
Isn't the server saving a completely un-referrenced item in that case?
Archived author: Honey • Posted: 2022-07-16T19:08:21.024000+00:00
Original source
The usage is
`GameObject:AddLoot(go, entry, amount, entry, amount, entry, amount,...)`
the while loop in line 256 assigns these values to `entry` and `amount` and creates the `item`
Archived author: whatwere • Posted: 2022-07-16T19:10:56.779000+00:00
Original source
I mean item->SaveToDB(trans); it seems to entirely be separate from ```LootStoreItem storeItem(item->GetEntry(), 0, 100, 0, LOOT_MODE_DEFAULT, 0, item->GetCount(), item->GetCount());
go->loot.AddItem(storeItem);```