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Discourse: Creating a custom Class in Trinity Core

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Grymskvll:

--- Quote from: "Kobiesan" ---I went ahead and fixed it and nothing changed.
--- End quote ---

Make sure you don't have an unedited CharacterCreate.xml loading from your WowInterfaceGlueXML folder (if you have one). That's a silly snag I ran into before.

Failing that, make some easily recognizable change to the class icons blp or the xml file to make sure that the files are being loaded at all. (for example, draw anatomy on the blizzard class icons, or remove the spacing between icons in the xml by setting the x offset to 0 instead of the default 6 for each button).

Kobiesan:

--- Quote from: "Grymskvll" ---
--- Quote from: "Kobiesan" ---I went ahead and fixed it and nothing changed.
--- End quote ---

Make sure you don't have an unedited CharacterCreate.xml loading from your WowInterfaceGlueXML folder (if you have one). That's a silly snag I ran into before.

Failing that, make some easily recognizable change to the class icons blp or the xml file to make sure that the files are being loaded at all. (for example, draw anatomy on the blizzard class icons, or remove the spacing between icons in the xml by setting the x offset to 0 instead of the default 6 for each button).
--- End quote ---

So do I need to put my lua and xml files back into my original WoW patches? I only have them in a new mpq patch atm.

Grymskvll:

--- Quote from: "Kobiesan" ---So do I need to put my lua and xml files back into my original WoW patches? I only have them in a new mpq patch atm.
--- End quote ---

No, that's never something you should do (probably). I meant inside the actual WoW game folder, not in an archive. As for checking whether the MPQ is getting loaded, I may have jumped the gun a little with my advice. It seems the guide has you create a THIRD row of class icons, and I'm not sure how this interacts with the interface so I'll actually try to follow the guide and give an update in a moment.

Grymskvll:
Update:
All you need for the icon to show up on the char creation screen is:
-an entry in ChrClasses.DBC
-incremented MAX_CLASSES_PER_RACE and a CLASS_ICON_TCOORDS entry in CharacterCreate.lua
-a new button defined in CharacterCreate.xml

All as per the guide.

Make sure the CLASS_ICON_TCOORDS entry matches the all-caps name defined in ChrClasses.DBC (column 55 or 56, depending on whether columns start counting at 0 or 1). And make sure the MPQ isn't open in an MPQ editor when you launch the game.

You should get something like this (I used the DK icon coords for ease):
https://i.imgur.com/kRuZz3z.jpg

As you can see, there's some interface overlap because the button's position is set to below the first button of the second row, in the XML file. You can figure out where you want the button to be (and where to move other UI elements) at your leisure, or you can follow the ArcEmu guide from before regarding the button's position for an easy fix.

Kobiesan:

--- Quote from: "Grymskvll" ---Update:
All you need for the icon to show up on the char creation screen is:
-an entry in ChrClasses.DBC
-incremented MAX_CLASSES_PER_RACE and a CLASS_ICON_TCOORDS entry in CharacterCreate.lua
-a new button defined in CharacterCreate.xml

All as per the guide.

Make sure the CLASS_ICON_TCOORDS entry matches the all-caps name defined in ChrClasses.DBC (column 55 or 56, depending on whether columns start counting at 0 or 1). And make sure the MPQ isn't open in an MPQ editor when you launch the game.

You should get something like this (I used the DK icon coords for ease):
https://i.imgur.com/kRuZz3z.jpg


As you can see, there's some interface overlap because the button's position is set to below the first button of the second row, in the XML file. You can figure out where you want the button to be (and where to move other UI elements) at your leisure, or you can follow the ArcEmu guide from before regarding the button's position for an easy fix.
--- End quote ---

My XML

--- Code: --- <CheckButton name="CharacterCreateClassButton11" inherits="CharacterCreateClassButtonTemplate" id="11">
<Anchors>
<Anchor point="TOP" relativeTo="CharacterCreateClassButton6" relativePoint="BOTTOM" x="0" y="-6"/>
</Anchors>
</CheckButton>
--- End code ---


My tcoords

--- Code: ---CLASS_ICON_TCOORDS = {
["WARRIOR"] = {0, 0.25, 0, 0.25},
["CAVALIER"] = {0.5, 0.75, 0.5, 0.75},
["MAGE"] = {0.25, 0.49609375, 0, 0.25},
["ROGUE"] = {0.49609375, 0.7421875, 0, 0.25},
["DRUID"] = {0.7421875, 0.98828125, 0, 0.25},
["HUNTER"] = {0, 0.25, 0.25, 0.5},
["SHAMAN"] = {0.25, 0.49609375, 0.25, 0.5},
["PRIEST"] = {0.49609375, 0.7421875, 0.25, 0.5},
["WARLOCK"] = {0.7421875, 0.98828125, 0.25, 0.5},
["PALADIN"] = {0, 0.25, 0.5, 0.75},
["DEATHKNIGHT"] = {0.25, 0.49609375, 0.5, 0.75},
};
--- End code ---


My max_classes_per_race line

--- Code: ---MAX_CLASSES_PER_RACE = 11;
--- End code ---

Did everything you said and it still isn't showing up. I feel like something is wrong with my wow.exe even though I used the program to remove the gluexml check. Do you think you could upload your WoW folder and I can use that instead?



--- Quote from: "Grymskvll" ---
--- Quote from: "Kobiesan" ---So do I need to put my lua and xml files back into my original WoW patches? I only have them in a new mpq patch atm.
--- End quote ---

No, that's never something you should do (probably). I meant inside the actual WoW game folder, not in an archive. As for checking whether the MPQ is getting loaded, I may have jumped the gun a little with my advice. It seems the guide has you create a THIRD row of class icons, and I'm not sure how this interacts with the interface so I'll actually try to follow the guide and give an update in a moment.
--- End quote ---

So to clarify, I should put my new lua and XML files in a new patch? Which I have done. I just want clarification.

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