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Editor for Smart Scripts for TrinityCore based servers.

License: MIT License

C# 96.83% ANTLR 2.76% Smalltalk 0.01% GLSL 0.28% HLSL 0.04% Shell 0.07% CSS 0.01% HTML 0.01% JavaScript 0.01%

wowdatabaseeditor's Introduction

logo TrinityCore (master)

Average time to resolve an issue Percentage of issues still open


Build Status

master 3.3.5 wotlk_classic
master Build Status 3.3.5 Build Status wotlk_classic Build Status
master Build status Build status Build status
master GCC Build status 3.3.5 GCC Build status wotlk_classic GCC Build status
master macOS arm64 Build status
Coverity Scan Build Status Coverity Scan Build Status

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 macOS.

Install

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

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; if a bug report exists for the bug, post on an existing ticket.

Copyright

License: GPL 2.0

Read file COPYING.

Authors & Contributors

Read file AUTHORS.

Links

wowdatabaseeditor's People

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wowdatabaseeditor's Issues

Source and Action target types are missing entries

Describe the bug
Several target types that are provided in the targets.json are not being shown as available target options in the UI.

Version (commit hash)
7afcb45

To Reproduce

  1. Just create some random smart script and create a cast spell action.
  2. Open up the target or source selection and notice there are alot of actions missing from the list despite being in the json file

Expected behavior
The selection should provide all targets given for the specified emulator. All these missing targets should be available for the cataclysm project as well

Screenshots
image

Float Value are not correct handled

If you load any Creature and add a script that they should move to a position and set the X Y Z or O value they are in the most cases set to zero. (in some cases i see(but this was in the old version) that the set to a int.
pos_issue_01
pos_issue_02
pos_issue_03
pos_issue_04

Rightclick on timed actionlist

Is your feature request related to a problem? Please describe.
You have to open actionlists manually.

Describe the solution you'd like
Rightclick on the "Start timed actionlist id" to add dropdown menu with "Open Timed Actionlist".
Which opens a new tab with the Actionlist

Additional context
image

Timed Action Lists list creature smart scripts instead of action lists

Describe the bug
When trying to load a timed action list via quickload, the loading window lists creature smart scripts instead of timed action lists. Though you still can load the action lists by adding the value to the search bar, there wont be any search results as the list does not contain action lists at all.

Version (commit hash)
7afcb45

To Reproduce

  1. Hit the timed action list button on the quickload menu
  2. See that the entries of the popping up list are no timed action lists

Expected behavior
The load list should contain timed action lists instead of creature smart scripts

Gameobject Scriptview endless loading

If you select a Gameobject and double click it in the Solution Explorer to open the Script View windows that open but its endless loading. Test it with Gameobject: 1587 - in Scriptview windows looks: Turkey Leg (loading) and in the middle of the screen is the loading symbol. You can nothing doing only close the window.
I test it with some different Gameobjects and by all the same problem.

Erro on check updates

Error while cheking for the updates: Unexpected character encountered while parsing value: <. Path ", line 0, position 0.

DBC 9.0.X

Can update to support the 9.0.X Version?

Gameobject Scriptview not loaded

If you select a Gameobject and double click it in the Solution Explorer to open the Script View windows that open but its endless loading. Test it with Gameobject: 1587 - in Scriptview windows looks: Turkey Leg (loading) and in the middle of the screen is the loading symbol. You can nothing doing only close the window.
I test it with some different Gameobjects and by all the same problem.

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