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Author Topic: [SQL] [WoD] [TrinityCore 6.x] Modifying item_sparse_locales  (Read 1357 times)

ghostdub

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[SQL] [WoD] [TrinityCore 6.x] Modifying item_sparse_locales
« on: February 27, 2016, 05:51:23 pm »
Hello, everyone!

I'm working on a project that requires frequent modifications to item names and descriptions and I can't go around uploading new DB2 files all the time.
I'm perfectly willing to modify the core to get this functionality in if necessary, I just want to know if there's a way to get it from what's already in.

I need some assistance understanding how the Hotfixes database works and how the client decides when to use it. In particular, I need information on how to get an entry from item_sparse_locales table to be read by the client and override the name/description from an item.

What I -don't- understand from that table:
• Locale: I know it's supposed to be filled with 4 chars but I'm not quite sure what the format should be or if it's case sensitive: enUS, enus, ENus or ENUS?
• Name2_lang, name3_lang, Name4_lang: Why are there 3 "name" fields other than the basic one? What is their purpose?
• VerifiedBuild: What value should I place here? Any positive value works?

There's also the matter of the hotfix_data table (this is all the documentation I could find about it: https://trinitycore.atlassian.net/wiki/ ... otfix_data ), I couldn't quite figure out how to get it to work with the item_sparse_locale table or even if it's necessary.

Thanks in advance,
Dub.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Rangorn

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Re: [SQL] [WoD] [TrinityCore 6.x] Modifying item_sparse_loca
« Reply #1 on: February 28, 2016, 03:53:04 am »
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« Last Edit: May 17, 2016, 02:43:58 pm by Admin »

ghostdub

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Re: [SQL] [WoD] [TrinityCore 6.x] Modifying item_sparse_loca
« Reply #2 on: February 28, 2016, 10:29:43 am »
Hey again!

That's really helpful, thank you! I more or less got that from reading the documentation, although when I tried it, I couldn't "override" a particular item (I cloned one of the entries that did work on item_sparse and changed its id to the same of that item). I'll try again, this time being more careful (perhaps I missed something!).
Something that caused me great confusion is that some of the entries in item_sparse that -are- being read by the client reflected in the hotfixes_data table, or at least my search queries didn't find them. That threw me off quite a bit!

Having a huge freeze might be a problem, true... If the typical user has to wait more than 10~15 seconds to load the new names once in-game, it's not going to work out.

Are there any alternatives to this? I thought that modifying the core so it handles the "give me the item template" OPCODE modifies the name/description of the item to one that I could set to an alternate table but I couldn't find which handler did that.

Maybe the only way to get these modifications to work is to integrate some sort of in-game patching or create a launcher to take care of that? It's not a very elegant answer since modifications would need to be way too frequent, but... It could work.
There's probably a way to set up SQL to open, modify and save the DB2 files too.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »