Forums WoW Modding Support Archives TrinityCore Discord Archives [DiscordArchive] Could you give me spellid?

[DiscordArchive] Could you give me spellid?

[DiscordArchive] Could you give me spellid?

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rektbyfaith
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04-07-2025, 10:06 AM
#1
Archived author: ModoX • Posted: 2025-04-07T10:06:08.566000+00:00
Original source

Could you give me spellid?
rektbyfaith
04-07-2025, 10:06 AM #1

Archived author: ModoX • Posted: 2025-04-07T10:06:08.566000+00:00
Original source

Could you give me spellid?

rektbyfaith
Administrator
0
04-07-2025, 10:06 AM
#2
Archived author: syntaxhell • Posted: 2025-04-07T10:06:08.886000+00:00
Original source

Yeah okay, makes sense, cause it really felt like a hackfix
rektbyfaith
04-07-2025, 10:06 AM #2

Archived author: syntaxhell • Posted: 2025-04-07T10:06:08.886000+00:00
Original source

Yeah okay, makes sense, cause it really felt like a hackfix

rektbyfaith
Administrator
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04-07-2025, 10:06 AM
#3
Archived author: syntaxhell • Posted: 2025-04-07T10:06:24.515000+00:00
Original source

SpellID: 107570
rektbyfaith
04-07-2025, 10:06 AM #3

Archived author: syntaxhell • Posted: 2025-04-07T10:06:24.515000+00:00
Original source

SpellID: 107570

rektbyfaith
Administrator
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04-07-2025, 10:06 AM
#4
Archived author: syntaxhell • Posted: 2025-04-07T10:06:38.235000+00:00
Original source


[Image: image.png?ex=690c732e&is=690b21ae&hm=a4e...d3e19485d&]
rektbyfaith
04-07-2025, 10:06 AM #4

Archived author: syntaxhell • Posted: 2025-04-07T10:06:38.235000+00:00
Original source


[Image: image.png?ex=690c732e&is=690b21ae&hm=a4e...d3e19485d&]

rektbyfaith
Administrator
0
04-07-2025, 10:06 AM
#5
Archived author: syntaxhell • Posted: 2025-04-07T10:06:59.819000+00:00
Original source

Like Shauren pointed out, that is has TARGET_UNIT_DEST_AREA_ENEMY built into EFFECT_0
rektbyfaith
04-07-2025, 10:06 AM #5

Archived author: syntaxhell • Posted: 2025-04-07T10:06:59.819000+00:00
Original source

Like Shauren pointed out, that is has TARGET_UNIT_DEST_AREA_ENEMY built into EFFECT_0

rektbyfaith
Administrator
0
04-07-2025, 10:12 AM
#6
Archived author: ModoX • Posted: 2025-04-07T10:12:32.355000+00:00
Original source

> OnObjectAreaTargetSelect += SpellObjectAreaTargetSelectFn(spell_warr_storm_bolt::FilterTargets, EFFECT_0, SPELL_EFFECT_SCHOOL_DAMAGE);
you hooked wrongly here, you gotta use TARGET_UNIT_DEST_AREA_ENEMY instead of SPELL_EFFECT_BLABLABLA
rektbyfaith
04-07-2025, 10:12 AM #6

Archived author: ModoX • Posted: 2025-04-07T10:12:32.355000+00:00
Original source

> OnObjectAreaTargetSelect += SpellObjectAreaTargetSelectFn(spell_warr_storm_bolt::FilterTargets, EFFECT_0, SPELL_EFFECT_SCHOOL_DAMAGE);
you hooked wrongly here, you gotta use TARGET_UNIT_DEST_AREA_ENEMY instead of SPELL_EFFECT_BLABLABLA

rektbyfaith
Administrator
0
04-07-2025, 10:12 AM
#7
Archived author: ModoX • Posted: 2025-04-07T10:12:46.064000+00:00
Original source

(should've also caused an error in DBErrors.log)
rektbyfaith
04-07-2025, 10:12 AM #7

Archived author: ModoX • Posted: 2025-04-07T10:12:46.064000+00:00
Original source

(should've also caused an error in DBErrors.log)

rektbyfaith
Administrator
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04-07-2025, 10:13 AM
#8
Archived author: ModoX • Posted: 2025-04-07T10:13:57.449000+00:00
Original source

instead of `if (targets.size() > 1)` you indeed really just can do `if (!GetCaster()->HasAura(<spellid of the spell which allows 3 targets here, preferably use it from enum as usual and dont forget to validate it>))`
rektbyfaith
04-07-2025, 10:13 AM #8

Archived author: ModoX • Posted: 2025-04-07T10:13:57.449000+00:00
Original source

instead of `if (targets.size() > 1)` you indeed really just can do `if (!GetCaster()->HasAura(<spellid of the spell which allows 3 targets here, preferably use it from enum as usual and dont forget to validate it>))`

rektbyfaith
Administrator
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04-07-2025, 10:15 AM
#9
Archived author: ModoX • Posted: 2025-04-07T10:15:29.247000+00:00
Original source

in `HandleDummy` you can remove the caster and target checks, its always guaranteed to have a valid caster in a SpellScript (Note: in AuraScripts caster can be null, imagine me moonfiring you and i logout - moonfire is still ticking and caster (me) no longer exists)
GetHitUnit is also guaranteed to be valid UNLESS the target may be a gameobject, which is not the case here, so you can break `HandleDummy` body down to just: `GetCaster()->CastSpell(GetHitUnit(), blabla)`
rektbyfaith
04-07-2025, 10:15 AM #9

Archived author: ModoX • Posted: 2025-04-07T10:15:29.247000+00:00
Original source

in `HandleDummy` you can remove the caster and target checks, its always guaranteed to have a valid caster in a SpellScript (Note: in AuraScripts caster can be null, imagine me moonfiring you and i logout - moonfire is still ticking and caster (me) no longer exists)
GetHitUnit is also guaranteed to be valid UNLESS the target may be a gameobject, which is not the case here, so you can break `HandleDummy` body down to just: `GetCaster()->CastSpell(GetHitUnit(), blabla)`

rektbyfaith
Administrator
0
04-07-2025, 10:20 AM
#10
Archived author: syntaxhell • Posted: 2025-04-07T10:20:39.736000+00:00
Original source

Oooooh now that makes sense! I though it had to always be hooked onto whatever the EFFECT_X says
rektbyfaith
04-07-2025, 10:20 AM #10

Archived author: syntaxhell • Posted: 2025-04-07T10:20:39.736000+00:00
Original source

Oooooh now that makes sense! I though it had to always be hooked onto whatever the EFFECT_X says

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