[DiscordArchive] are sanctuaries defined in dbcs? probably areatable?
[DiscordArchive] are sanctuaries defined in dbcs? probably areatable?
Archived author: Kazgrim • Posted: 2022-07-18T19:52:31.144000+00:00
Original source
are sanctuaries defined in dbcs? probably areatable?
Archived author: <o> • Posted: 2022-07-18T19:52:33.530000+00:00
Original source
if you have an extremely custom server you can also straight up replace the & with a == and manually work with SetPhaseMask yourself, but this breaks all existing phases
Archived author: whatwere • Posted: 2022-07-18T19:52:33.692000+00:00
Original source
Sure
Archived author: whatwere • Posted: 2022-07-18T19:53:08.867000+00:00
Original source
It's very custom, part of it is having GObjects that disappear when interacted with as part of a quest while being usable independent of the quest log.
Archived author: <o> • Posted: 2022-07-18T19:54:36.891000+00:00
Original source
by very custom i mean that your entire server is custom, since replacing the existing system breaks all old phases as well. The "proper" way if you want to retain the old system and have a new one is to extend the phasemask with something like a phase id, which is probably what you're looking to do if you want the "std::map" behavior
Archived author: whatwere • Posted: 2022-07-18T19:55:00.601000+00:00
Original source
Every quest is planned to get a rework to this system.
Archived author: whatwere • Posted: 2022-07-18T19:55:12.065000+00:00
Original source
And other reworks.
Archived author: <o> • Posted: 2022-07-18T19:55:19.507000+00:00
Original source
then you can just rewrite SetPhaseMask to use == instead of &
Archived author: <o> • Posted: 2022-07-18T19:55:41.834000+00:00
Original source
it's not a phasemask anymore at that point, but a phase id system where every phase is completely discrete, but you lose the ability to be in multiple phases at the same time
Archived author: <o> • Posted: 2022-07-18T19:56:18.474000+00:00
Original source
in tswow we have both, so it's possible to both work with phase masks and ids, but adding that mod takes just a little longer than rewriting that one function