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DB/Spawning: Dragon Soul * Spawns for the first Part of the instance …
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…* Includes Paths, SAIs, Auras, Visuals, small Events
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Rushor committed Mar 26, 2015
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@Rushor
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@Rushor Rushor commented on 7d67613 Mar 26, 2015

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all we need now is a dev, who wants to script this instance :)

A start can be this: https://github.com/WoWSource/WoWSource434/tree/master/src/server/scripts/Kalimdor/CavernsOfTime/DragonSoul.

I can provide everything you want, sniffs of every situation, videos and love to the instance. :)

see http://collab.kpsn.org/display/tc/IRC.

@Krudor
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@Krudor Krudor commented on 7d67613 Oct 22, 2015

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I've done extensive research on Dragon Soul and tried to put something together that I can contribute with, however there's features missing in TrinityCore that needs to be working before an attempt at an entirely blizzlike Dragon Soul can be made.

Problem 1:
For example the ever existing problem of creature spawns not being handled (in my opinion) Blizzlike.
A spawn should not be a creature, a spawn should be an entry that handles creature spawning.
Scenario: A spawn summons a creature "A" at entry "X".
A player kills creature "A".
Creature "A" was a part of entry "X", and entry "X" has a respawn timer of 5 seconds.
5 seconds later, the spawn summons a new creature "B", with the exact same entry id at entry "X", leaving creature A to be lootable.

A spawn can be an infinite amount of creatures, the spawn holds spawn locations data, possible events, creature group handling and can override creature respawn timers.

I'll try to explain this in detail in a forum post when I get the time.

Problem 2:
At least one RP event in Dragon Soul has creatures spawned by a triggering player, that are visible to the summoning player only.
At the moment, I don't think TrinityCore supports this behavior, it's obviously a minor thing but another nail in the coffin for blizzlike support.

Problem 3:
Creature scripts are currently bound to a creature's entry, which is in my opinion fine, but should not be limited to that.
This problem is connected to the first problem mentioned, creatures should not be spawns. If a boss needs to track a group of trash, this group of trash should be a spawn that can handle common events like if the group of creatures has been killed, etc.
If you want an example, take sindragosa trash for example, and how it's being implemented at the moment.

I'm pretty bad at describing things so I apologize if I was unclear or if it was an annoying read.
Commenting on this because it's been bothering me for a while and I really want to see TrinityCore grow.

I might make a forum post about how the creature spawn system could theoretically work.

@Carbenium
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Regarding problem 1: #14341

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