[DiscordArchive] Do the AC and module .conf files have the same line length limitations as .ini files (i.e., anything
[DiscordArchive] Do the AC and module .conf files have the same line length limitations as .ini files (i.e., anything
Archived author: Revision • Posted: 2023-11-22T15:42:20.151000+00:00
Original source
I just realized that only tells you how HeidiSQL works and not other GUIs. My derp there.
Archived author: • Posted: 2023-11-22T15:46:11.109000+00:00
Original source
Thank you mate. It's Heidi I use as well, same theme too (white bleeds my eyes) and as you said, it's an OCD thing for me too. Appreciate your detailed answer thank you
Archived author: • Posted: 2023-11-22T15:49:44.560000+00:00
Original source
So how do you guys decide when to write a cpp script, or create something inside the DB directly?
For example, I created a vendor NPC in the DB (creature_template && npc_vendor) that sells all hairlooms and it works just fine!
Now I want to create another NPC that does all of these things:
- Hands a quest
- Sells items
- Can Repair
- Holds a specific weapon
- Has some sort of gossip (which I found the table for it)
Archived author: Revision • Posted: 2023-11-22T15:52:05.053000+00:00
Original source
You would use the database for it all. It's a ton of hassle to do it in C++, too.
Archived author: Abillister • Posted: 2023-11-22T15:54:40.866000+00:00
Original source
Kiera is helpful for things like that. It helps build the SQL queries and provides details on what some of the expected values are (with links to the wiki where relevant).
Archived author: Revision • Posted: 2023-11-22T15:56:08.648000+00:00
Original source
Agreed. Keira is super helpful.
Archived author: • Posted: 2023-11-22T16:01:09.464000+00:00
Original source
Okey I'll stick with Keira for now, until I get a little more acquinted. According to chat gpt
I can create the npc in the SQL db, but I can define all of its interactions and actions via scripting.
So If I understand this correctly, the `npc_innkeeper.cpp` file inside `\azerothcore-wotlk\src\server\scripts\World` defines the behaviour all innkeepers have. They set your new home, sell items and also have some gossip
So I am guessing that script somehow creates a flag that you then use to an NPC to trigger that script
![[Image: image.png?ex=690c1de5&is=690acc65&hm=538...94fd05f18&]](https://cdn.discordapp.com/attachments/284406375495368704/1176915684119285791/image.png?ex=690c1de5&is=690acc65&hm=538644c23917c79a5bc4cd070321ca171c9e82a32a6774c6037498894fd05f18&)
Archived author: Abillister • Posted: 2023-11-22T16:02:45.282000+00:00
Original source
![[Image: image.png?ex=690c1de5&is=690acc65&hm=538...94fd05f18&]](https://cdn.discordapp.com/attachments/284406375495368704/1176915684119285791/image.png?ex=690c1de5&is=690acc65&hm=538644c23917c79a5bc4cd070321ca171c9e82a32a6774c6037498894fd05f18&)
Archived author: Abillister • Posted: 2023-11-22T16:02:48.012000+00:00
Original source
From Keira - NPC flags
Archived author: Revision • Posted: 2023-11-22T16:03:45.735000+00:00
Original source
What you mentioned is done in the database and not worth the effort to do in C++. If you need some kind of scripting it can most likely be done using SmartAI. I made a NPC that teleports the player to all available starting areas (so they can start wherever they want to) and it's done in SAI and not C++.