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[patch] Script Goober and Door Go With Gameobject_scripts And Sd2


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

u can script goober gameobject with sd2 and put commands in gameobject_scripts table to call them

* For which SubVersion revision was the patch created?

6744+

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

me

Index: src/game/SpellEffects.cpp
===================================================================
--- src/game/SpellEffects.cpp        (revision 6744)
+++ src/game/SpellEffects.cpp        (working copy)
@@ -53,6 +53,7 @@
#include "SocialMgr.h"
#include "Util.h"
#include "TemporarySummon.h"
+#include "ScriptCalls.h"


pEffect SpellEffects[TOTAL_SPELL_EFFECTS]=
@@ -2796,6 +2797,9 @@
                                if(uint32 trapEntry = gameObjTarget->GetGOInfo()->goober.linkedTrapId)
                                        gameObjTarget->TriggeringLinkedGameObject(trapEntry,m_caster);

+                                Script->GOHello(player, gameObjTarget);
+                                sWorld.ScriptsStart(sGameObjectScripts, gameObjTarget->GetDBTableGUIDLow(), player, gameObjTarget);
+
                                return;

                        case GAMEOBJECT_TYPE_CHEST:

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I've written another little patch for doors...

Index: src/game/SpellEffects.cpp
===================================================================
--- src/game/SpellEffects.cpp        (revision 6757)
+++ src/game/SpellEffects.cpp        (working copy)
@@ -53,6 +53,7 @@
#include "SocialMgr.h"
#include "Util.h"
#include "TemporarySummon.h"
+#include "ScriptCalls.h"

pEffect SpellEffects[TOTAL_SPELL_EFFECTS]=
{
@@ -2751,6 +2752,8 @@
                switch (gameObjTarget->GetGoType())
                {
                        case GAMEOBJECT_TYPE_DOOR:
+                                Script->GOHello(player, gameObjTarget);
+                                sWorld.ScriptsStart(sGameObjectScripts, gameObjTarget->GetDBTableGUIDLow(), player, gameObjTarget);
                        case GAMEOBJECT_TYPE_BUTTON:
                                gameObjTarget->UseDoorOrButton();
                                sWorld.ScriptsStart(sGameObjectScripts, gameObjTarget->GetDBTableGUIDLow(), player, gameObjTarget);

at this quest ( http://www.wowhead.com/?quest=10852 ), you must free the children in the cages, but there isnt only one child in one cage, sometimes there three or four...

and the cages are doors and now theres no way to do this without sd2

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  • 1 year later...

this patch should not be required anymore as GOs seem to be handled different now, in GameObject::Use there's a call to Script->GOHello.

i couldn't find "10852" in SD2 though, so maybe a script for it is still required (i didn't test the quest).

EDIT: tested, script still required. posted @ udbtracker*: http://udbtrac.kicks-ass.net/index.php?showrev=any&quest=10852

* till 10 minutes ago i didn't knew about it either... ;)

[EDIT2] Quest 10852 has now been fixed (not yet commited): http://www.scriptdev2.com/project.php?issueid=1084

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