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[patch] Creature visibility depending on quest reward status


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Posted

What bug does the patch fix? What features does the patch add?

It implements creature visibility based on player's completed quest.

For which repository revision was the patch created?

10008

Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

didn't find any

Who has been writing this patch? Please include either forum user names or email addresses.

me

As seen on blizzard servers:

for example http://www.wowhead.com/npc=26860 shouldn't be visible after http://www.wowhead.com/quest=12427 quest chain is complete (replaced by http://www.wowhead.com/npc=27102 )

Core patch: http://paste2.org/p/886673

SQL patch: http://paste2.org/p/886380

Using:

- in creature_(template_)addon will be now 2 additional columns: quest_visibility_condition and quest_id.

- quest_visibility_condition values: 0 - no condition (always visible), 1 - visible only if player has quest complete, 2 - visible only if player has quest incomplete.

- quest_id means the quest which has to be complete/incomplete for visibility

Posted

> + m_Visibility == VISIBILITY_ON && u->m_invisibilityMask==0 && InSamePhase(u) )

this check passed already

> + if( CreatureDataAddon const *cainfo = ((Creature*)this)->GetCreatureAddon() )

where is the check that 'this' is creature?

Posted
> + m_Visibility == VISIBILITY_ON && u->m_invisibilityMask==0 && InSamePhase(u) )

this check passed already

No, it didn't. It is because in this piece of code i return a value instead of setting variable 'invisible'. And the "InSamePhase" check is few lines below.

> + if( CreatureDataAddon const *cainfo = ((Creature*)this)->GetCreatureAddon() )

where is the check that 'this' is creature?

Thank you, updated first post.

And any comments to code style and other things? I want to learn something here :D

Posted

It's a thing, that isn't needed so much - it's only cosmetic thing. This shouldn't break any other things like quests which change phase. It's only check for existing quest visibility condition - if it doesn't exists, then "break" the "switch" and continue in function and check another things, like phase, and so on...

I haven't written that this patch isn't compatible with vehicle patch. (due to 2 columns in creature(_template)_addon) and needs to be applied manually

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