[DiscordArchive] I want to know if it is possible to make a custom mount that I normally have, which is normally from
[DiscordArchive] I want to know if it is possible to make a custom mount that I normally have, which is normally from
Archived author: ☆Yaniel Aguilar☆ • Posted: 2025-09-16T08:48:16.931000+00:00
Original source
I want to know if it is possible to make a custom mount that I normally have, which is normally from WoW Rentail, that can fly and walk. Can the same be done on an LK server that is like King Lynch's Invincible? I tried to clone the spell and it didn't work. Could it be added to make it a ground and flying mount?
Archived author: Mithria • Posted: 2025-09-16T09:33:29.071000+00:00
Original source
Invincible is core scripted to have that behavior. Basically there are 5 versions of the invincible spell:
72281 (60% version)
72282 (100% version)
72283 (150% version)
72284 (310% version)
72286 (dummy spell which is the one you get in your mount tab)
when you cast 72286, it will run a generic spellscript which checks the zone you're in and your riding skill, then casts the appropriate version of invincible (listed above) on the player.
Archived author: Furioz • Posted: 2025-09-16T09:37:53.766000+00:00
Original source
jup as mithria mentioned, you need multiple spell ideas and you need to define those in core and database.
Best is to follow invicible and see how that works, then replicate it. If you're lucky there might be a tutorial out there somewhere for this.
Archived author: Mithria • Posted: 2025-09-16T09:50:52.658000+00:00
Original source
1) create 5 spells, similar to above, 1 for each speed tier of the mount and a general dummy spell. You can just duplicate the invincible ones and modify them cuz I ain't explaining all the columns.
2) In the core, edit `src/server/scripts/Spells/spell_generic.cpp` and add the 4 spells you made for the different speeds to the Mounts enum.
3) Near the end of that file, find where the `spell_gen_mount` script gets registered with args, and add one for your mount. You can reference the existing ones, but basically it goes
`RegisterSpellScriptWithArgs(spell_gen_mount, "name_of_your_script", 0, MOUNT_60, MOUNT_100, MOUNT_150, MOUNT_280, MOUNT_310);`
where `"name_of_your_script` is whatever name you want for this script (you'll need this to link the script to your mount spell later), and then each `MOUNT_60`, `MOUNT_100`, etcetc., are what you defined previous in the Mounts enum. (not all speeds are required for the mount to work, but best to reference the existing ones and understand why you can omit certain speeds and when you should/shouldnt)
4) Add a link to your generic spell (the dummy one you didnt include in the Mounts enum) so it calls the script. Basically add an entry to `spell_script_names` in the database. in that table, `spell_id` will be the id of your generic spell and `ScriptName` will be the name you gave the script when you registered it in step 3.
5) Rebuild the core and now when you cast your generic mount spell, the core will run the spell script, casting the matching version of your mount from the Mounts enum on the player.
Archived author: Ergo • Posted: 2025-09-16T13:10:28.120000+00:00
Original source
can you elaborate