[DiscordArchive] <@200677690838220800> for master branch, whenever we initialize a creature AI for Eluna, it currentl
[DiscordArchive] <@200677690838220800> for master branch, whenever we initialize a creature AI for Eluna, it currentl
Archived author: Foe • Posted: 2025-08-26T19:15:30.132000+00:00
Original source
<@200677690838220800> for master branch, whenever we initialize a creature AI for Eluna, it currently asserts on the script ID since we don't set one. Is there a generic ID we can use that doesn't interfere considering these are created and assigned during runtime and not predefined in the database?
Archived author: Tea • Posted: 2025-08-26T19:17:44.091000+00:00
Original source
just register it
Archived author: Tea • Posted: 2025-08-26T19:17:59.163000+00:00
Original source
ObjectMgr::GetScriptId will do it
Archived author: Tea • Posted: 2025-08-26T19:18:02.773000+00:00
Original source
like this <https://github.com/TrinityCore/TrinityCore/blob/master/src/server/game/AI/CreatureAIRegistry.cpp#L61>
Archived author: Foe • Posted: 2025-08-26T19:18:51.078000+00:00
Original source
Ah, I see, will do
Archived author: Foe • Posted: 2025-08-26T19:18:52.110000+00:00
Original source
Thanks!
Archived author: Tea • Posted: 2025-08-26T19:22:00.272000+00:00
Original source
you dont have to do it in that function btw
Archived author: Tea • Posted: 2025-08-26T19:22:09.217000+00:00
Original source
it can be anywhere
Archived author: Foe • Posted: 2025-08-26T19:22:26.615000+00:00
Original source
yeah
Archived author: Foe • Posted: 2025-08-26T19:31:33.184000+00:00
Original source
might just end up rewriting how we do creature AI entirely, quite a bit of legacy code and it feels a bit jank