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6.x 3.3.5
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Introduction

TrinityCore is a MMORPG Framework based mostly in C++.

It is derived from MaNGOS, the Massive Network Game Object Server, and is based on the code of that project with extensive changes over time to optimize, improve and cleanup the codebase at the same time as improving the in-game mechanics and functionality.

It is completely open source; community involvement is highly encouraged.

If you wish to contribute ideas or code please visit our site linked below or make pull requests to our Github repository.

For further information on the TrinityCore project, please visit our project website at TrinityCore.org.

Requirements

Software requirements are available in the wiki for Windows, Linux and Mac OSX.

Install

Detailed installation guides are available in the wiki for Windows, Linux and Mac OSX.

Reporting issues

Issues can be reported via the Github issue tracker.

Please take the time to review existing issues before submitting your own to prevent duplicates.

In addition, thoroughly read through the issue tracker guide to ensure your report contains the required information. Incorrect or poorly formed reports are wasteful and are subject to deletion.

Submitting fixes

C++ fixes are submitted as pull requests via Github. For more information on how to properly submit a pull request, read the how-to: maintain a remote fork. For SQL only fixes open a ticket or if a bug report exists for the bug post on existing ticket.

Copyright

License: GPL 2.0

Read file COPYING

Authors & Contributors

Read file THANKS

Links

Site

Wiki

Documentation (powered by Doxygen)

Forums

trinitycore's People

Contributors

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trinitycore's Issues

NPCbot: Do they use AP, SP, RP?

I want to ask if NPCbots take advantage from extra attack power, spell power, ranged power, ctritical strike etc stats come from items. Any info?

PlayerBot: "ghost" issues

Hearing reports of PlayerBot ghosts hanging around and doing nothing (most likely affects RandomBots too).

Thoughts:
I haven't directly noticed as I don't normally use RandomBots and usually rez or get rezzed by PBots. However, I did notice that I no longer see any dead strats when using "dead ?" (then again I've never really looked.. but I KNOW there are SUPPOSED to be dead strats). Need to look through the action files

updating help

Description:
Hi. I am looking for some guidance on how to update this to the latest TrinityCore. I am comfortable merging and resolving conflicts however I was just hoping I could get some guidance on the best way to update. Is there any way you can share more information about how to add NewNPCBots to a clean TrinityCore335? Thank you so much.

Current behaviour: Tell us what happens
NA
Expected behaviour: Tell us what should happen instead
NA
Steps to reproduce the problem:

  1. NA

Branch(es): 335/6x
335
TC hash/commit:
NA
TDB version:
NA
Operating system:
NA

NPCBot: Warlock healthstone summoning

Finally got alot of the summoning features working for the Warlocks and Mages, but ranked healthstone summoning is not conjuring the stones direct to player inventory like the mage food/drink and warlock firestone. Only 2 versions of the healthstones are appearing (level 60 and 69 from 34130 and 58890 respectively).

Thoughts:
Have tried CastSpell to bypass reagents without any luck. The cast occurs, but the stones do not appear (aside from the 2 mentioned)

Spell References (and tested):
6201 - Rank 1, Level 1
6202 - Rank 2, Level 12
5699 - Rank 3, Level 24
11729 - Rank 4, Level 36
11730 - Rank 5, Level 48
27230 - Rank 6, Level 60
47871 - Rank 7, Level 63
47878 - Rank 8, Level 69
20018 - Master 1, Level 48

NPCBot: Melee Issue

Melee-based damage from NPCBots is visually showing damage numbers and damage in the combat logs, but is doing no actual damage. Definitely affects Warriors and Rogues, Paladins to a degree but they have spells as backup. Ranged and Spell damage are unaffected.

Thoughts:
Currently tracing and finding lack of damage application:
Unit.cpp
Creature.cpp
bot_ai.cpp (and the child bot_CLASS_ai.cpp scripts)

NPCBot Vendor

Description:

I am curious if creating a vendor to hire a bot is possible?

I would like to have a vendor with a gossip menu that allows you to pick a bot by class.

e.g.

If you choose a shaman, the vendor could spawn an NPCBot that is assigned to you, similar to:

.npcbot spawn 70044

I am am comfortable attempting to write this however I just want to check with you to see if you have thought of this or if there are any blockers to where this would not work (game limitations).

Thanks!

Current behaviour: Tell us what happens

Expected behaviour: Tell us what should happen instead

Steps to reproduce the problem:

Branch(es): 335/6x

TC hash/commit:

TDB version:

Operating system:

PlayerBot: buff spamming

Various PBots (namely Priest, Mage and Druids) start buffing and just spam it until OOM and then start back up again. Originally I thought it was priest and mages having issues with Druid's Mark of the Wild, but I noticed that Mage was chain casting Arcane Intellect on me, attempting to overwrite their OWN buff (I think)

Thoughts:
Need to make sure PBots are respecting the designated stacking orders.

PlayerBot: SQL cleanup

Errors in DBErrors.log stemming from at least 2 SQL "warnings/errors" due to changed support for group_only in latest version of MySQL 5.7. (Does not seem to affect MariaDB). 1 statement regarding random teleport for RandomBots and another one regarding PlayerBots (tagged in code, will post the tagged code and DBErrors later)

Thoughts:
COULD turn the group_only support back on for MySQL 5.7.. but probably better to clean up the SQL, but ensure backwards AND forwards compatibility.

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