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[DiscordArchive] A couple of questions reguarding Hunter Pets

[DiscordArchive] A couple of questions reguarding Hunter Pets

rektbyfaith
Administrator
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05-09-2025, 02:24 PM
#1
Archived author: Cyclone Jack • Posted: 2025-05-09T14:24:20.083000+00:00
Original source

A couple of questions reguarding Hunter Pets

1) In CreatureFamily.dbc, there is a CategoryEnumID field. In the Core, this appears to be commented out, so I'm just wanting to be sure this field is not used for anything. Correct?

2) In TalentTab.dbc, there is a PetTalentMask to determine which Talent Tree to display. Since you can't have more than one tree per family, would it be possible to make this a non-mask field? If so, what would that involve? If not, what is the upper limit on masks? I'm planning on creating a sizeable number of unique pet talent trees for a bunch of the rare beasts, and it would be good to know what limitations I may run into here.

3a) When allowing a new creature to be tamed, that creature needs to be a type 1 (Beast), belong to a family, and the creature_template.type_flags needs to be 1, or 65537 if Exotic.

3b) If it is for a new family, that family needs to be created in SharedDefines.h (under enums SkillType and enums CreatureFamily). A corresponding entry needs to be made in SkillLine.dbc, then be assigned to the Hunter in SkillRaceClassInfo.dbc, then assign all relevant spells via SkillLineAbility.dbc. Then, another corresponding entry needs to be made in CreatureFamily.dbc linking everything together. Did I miss anything?

4) If I wanted the Hunter to learn a new ability that has their Pet perform an action, but not be part of the Pet spell bar (not something the Pet uses regularly), would the Hunter spell need to cast a second spell that is assigned to the pet family? Some examples would be, if I were to move Wing Clip from the Hunter to the Pet, or if I wanted to create a Coordinated Assault-like ability, or if I wanted the Hunter to have the Pet perfom a knockdown/interrupt. These would all be Hunter spells casting a secondary Pet spell, correct?
rektbyfaith
05-09-2025, 02:24 PM #1

Archived author: Cyclone Jack • Posted: 2025-05-09T14:24:20.083000+00:00
Original source

A couple of questions reguarding Hunter Pets

1) In CreatureFamily.dbc, there is a CategoryEnumID field. In the Core, this appears to be commented out, so I'm just wanting to be sure this field is not used for anything. Correct?

2) In TalentTab.dbc, there is a PetTalentMask to determine which Talent Tree to display. Since you can't have more than one tree per family, would it be possible to make this a non-mask field? If so, what would that involve? If not, what is the upper limit on masks? I'm planning on creating a sizeable number of unique pet talent trees for a bunch of the rare beasts, and it would be good to know what limitations I may run into here.

3a) When allowing a new creature to be tamed, that creature needs to be a type 1 (Beast), belong to a family, and the creature_template.type_flags needs to be 1, or 65537 if Exotic.

3b) If it is for a new family, that family needs to be created in SharedDefines.h (under enums SkillType and enums CreatureFamily). A corresponding entry needs to be made in SkillLine.dbc, then be assigned to the Hunter in SkillRaceClassInfo.dbc, then assign all relevant spells via SkillLineAbility.dbc. Then, another corresponding entry needs to be made in CreatureFamily.dbc linking everything together. Did I miss anything?

4) If I wanted the Hunter to learn a new ability that has their Pet perform an action, but not be part of the Pet spell bar (not something the Pet uses regularly), would the Hunter spell need to cast a second spell that is assigned to the pet family? Some examples would be, if I were to move Wing Clip from the Hunter to the Pet, or if I wanted to create a Coordinated Assault-like ability, or if I wanted the Hunter to have the Pet perfom a knockdown/interrupt. These would all be Hunter spells casting a secondary Pet spell, correct?

rektbyfaith
Administrator
0
05-09-2025, 02:46 PM
#2
Archived author: Algardo • Posted: 2025-05-09T14:46:00.711000+00:00
Original source

Im trying to add a mythic 10/25 mode in my server.
I changed the interface/framexml and added the difficulty in player menu (now shows 10/25 Normal/Heroic/Mythic, 6 difficulties total)
First of all it showed me error about corrupted framexml but after crackin the .exe it allowed me
I made some core changes to add mythic modes, but when im ingame and i click on Raid Diffulty->10 Player (Mythic) ( or 25), it does nothing.
I added a print in core and lua, and when i click the difficulty option, it shows the lua print but not the core one.

Here is my question: is there a limit on difficulty so i cannot do it without cracking or something else, or its my core code which is wrong?

I read something about testing with wireshark, and it will be my next step, to see if the package is sent or not, but would be nice if someone tell me 100% if there is a limit or its cause my wrong code.

Thanks in advance.
rektbyfaith
05-09-2025, 02:46 PM #2

Archived author: Algardo • Posted: 2025-05-09T14:46:00.711000+00:00
Original source

Im trying to add a mythic 10/25 mode in my server.
I changed the interface/framexml and added the difficulty in player menu (now shows 10/25 Normal/Heroic/Mythic, 6 difficulties total)
First of all it showed me error about corrupted framexml but after crackin the .exe it allowed me
I made some core changes to add mythic modes, but when im ingame and i click on Raid Diffulty->10 Player (Mythic) ( or 25), it does nothing.
I added a print in core and lua, and when i click the difficulty option, it shows the lua print but not the core one.

Here is my question: is there a limit on difficulty so i cannot do it without cracking or something else, or its my core code which is wrong?

I read something about testing with wireshark, and it will be my next step, to see if the package is sent or not, but would be nice if someone tell me 100% if there is a limit or its cause my wrong code.

Thanks in advance.

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