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[TUTORIAL] Creating a shell of a class!
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Kobiesan:
I get these errors when compiling.
Grymskvll:
--- Quote from: "Kobiesan" ---I get these errors when compiling.
--- End quote ---
If you're trying to add custom class spellscripts, I just tried this and it seemed to work fine:
Core: Right click scriptsSpells folder in solution explorer. Add new item, name it spell_<class>.cpp (just like the existing class script files). Add whatever you like to your new spell_<class>.cpp. look at existing class spell script files for examples. If you copy+paste, remember to rename sensibly. Rebuild scripts and worldserver.
SQL: add entries for your spell scripts in world.spell_script_names
If you just want to test that it works, in Spell.dbc make a duplicate of a spell that relies on a script to work (for example, priests' Guardian Spirit: 47788), check in-game that the original works but the duplicate doesn't (because it has a different spell ID and so doesn't get to use the script yet), then add a new spell script for your duplicate that's exactly the same as the script of the original, with the only difference being the script's classname. Don't forget to add an entry in world.spell_script_names for your duplicate, that's what ties a spell ID (in Spell.dbc) to the script.
By the way, I was making notes for an updated TrinityCore custom class guide and I couldn't figure out why you had to edit playermethods.h, worldsession.cpp and worldsession.h. What did you change in those files?
Kobiesan:
--- Quote from: "Grymskvll" --- --- Quote from: "Kobiesan" ---I get these errors when compiling.
--- End quote ---
If you're trying to add custom class spellscripts, I just tried this and it seemed to work fine:
Core: Right click scriptsSpells folder in solution explorer. Add new item, name it spell_<class>.cpp (just like the existing class script files). Add whatever you like to your new spell_<class>.cpp. look at existing class spell script files for examples. If you copy+paste, remember to rename sensibly. Rebuild scripts and worldserver.
SQL: add entries for your spell scripts in world.spell_script_names
If you just want to test that it works, in Spell.dbc make a duplicate of a spell that relies on a script to work (for example, priests' Guardian Spirit: 47788), check in-game that the original works but the duplicate doesn't (because it has a different spell ID and so doesn't get to use the script yet), then add a new spell script for your duplicate that's exactly the same as the script of the original, with the only difference being the script's classname. Don't forget to add an entry in world.spell_script_names for your duplicate, that's what ties a spell ID (in Spell.dbc) to the script.
By the way, I was making notes for an updated TrinityCore custom class guide and I couldn't figure out why you had to edit playermethods.h, worldsession.cpp and worldsession.h. What did you change in those files? --- End quote ---
So should I not bother with stdafx and creating necromancer.cpp and .h?
Also, I went and looked in playermethods and worldsession and I don't know why I mentioned them. There's nothing of use there.
Ascathos:
Stop trying to hang yourself with the stdafx. I never mentioned it once. ;)
Do as was written. It's more healthy than trying to do evne more.
Kobiesan:
--- Quote from: "Ascathos" ---Stop trying to hang yourself with the stdafx. I never mentioned it once. ;)
Do as was written. It's more healthy than trying to do evne more. --- End quote ---
I'm trying to do exactly what the guide says. But a lot of it only applies to ArcEmu.
Do these errors mean anything?
Also, I put my new mpq file in my WoW > Data folder and the icon for my class isn't showing up on the character create screen.
If you're wondering, this is what my mpq file looks like.
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