#🏍・custom
Snowcraft
Apr 19, 2026 · 18:04
What is required to make an interior space in a WMO allow mounting, or otherwise count as outdoors? For the life of me I can't figure it out, despite the fact that my WMO model has the "allowed mounts" flag, the WMO Area table has the Force Outdoors flag and the areatable zone the WMO Area table links to also has the Force Outdoors flag. I just wanna ride my kodo in here and I genuinely cannot figure out what's stopping it.
Snowcraft
What is required to make an interior space in a WMO allow mounting, or otherwise…
Srzm
Apr 25, 2026 · 16:19
Did anyone help you via DM or did you find the solution to your problem? I would like to know what was wrong - just so I know the issue when I run into such a problem myself in the future. 🙂
Snowcraft
Apr 25, 2026 · 21:13
I managed to figure it out. The version of the area I grabbed from the Legion WMO has different WMO Area IDs than the original that didn't have the correct flagging. I restored the original IDs to fix it.
Snowcraft
Apr 25, 2026 · 21:13
I also figured out how to make the Deeprun Tram not dismount you shortly after when inside the area.
Zymus
Apr 28, 2026 · 05:24 (edited)
Is it possible to create an item that captures spells and echoes them at a later point? Example, two players, mage and warlock. Mage casts Frostbolt and hits the Warlock. The Warlock uses the "Echostone", which gets bound to the Frostbolt that was cast (Rank, Damage). Then later, the Warlock uses the "Echostone" to cast Frostbolt on a different enemy (no resource cost)
Zymus
Apr 28, 2026 · 06:05
I'm thinking ideally, each cast would be a different item slot. So if you catch two Frostbolts, you could have a 2-charge Frostbolt item, or two separate items
Snowcraft
May 09, 2026 · 12:53
And if I try use .go xyz for some reason, I'm pretty sure, I'm getting dumped at the coordinates on a different map from what I enter, since the loading screen I get for it is the Eastern Kingdoms loading screen.
Snowcraft
May 09, 2026 · 12:55
...Oh, because I got rotation and map ID backwards there.
Shauren
May 09, 2026 · 13:02
is that a dungeon map? fill instance_template
Snowcraft
May 09, 2026 · 13:04
Just did. It no longer says invalid map, but it's still not teleporting me.
Snowcraft
May 09, 2026 · 13:11
.go xyz also isn't moving me.
Snowcraft
May 09, 2026 · 13:11
But no error now.
Snowcraft
May 09, 2026 · 13:11
Just... no movement.
stoneharry
May 09, 2026 · 21:47
You can turn off the server side validation that checks it's a valid map before teleport with a simple source code edit. It's nice for testing custom maps.
Snowcraft
May 10, 2026 · 11:46
I should probably do that. Or write up a quick reference dock to follow next time I want to add a custom dungeon map. I plan to do another couple of custom dungeons, plus some custom raids.
Snowcraft
May 10, 2026 · 11:46
So having a way to do it properly each time would be good.
Marius
May 16, 2026 · 17:26
Hey,
Im digging into spells, and there is a phenomenon I see very often. If you track down the related Spell Visual Events to a spell, it sometimes have two rows in the database that looks almost the same, but one for TargetType Caster and another for TargetType Target. Both of them point to the same Spell Visual Kit ID, and the Spell Visual Kit has a Spell Visual Kit Model Attach (the spell graphic appearing).
In my head, this setup would generate a model/spell graphic on both the caster and the target, but it is usually only appearing on the target.
Why are some spells set up this way? And also, how come the effect isnt appearing on the caster too?
An example is spell 240957 (backstab) which links to spell visual 611, which returns 3 rows for Spell Visual Event: one for playing the attack 1h animation on caster, and then these other two rows that seems to attach the shadowy backstab effect on both the caster and the target. But in the game, it is only visible on the target when you cast the spell.
I tried to clone the spell using hotfixes with all setups, but without the Spell Visual Event that has the spell effect on the caster, and this did not break anything. So this row seems redundant to me.
What is the purpose? And how come it is not displaying on the caster?
Marius
Hey,
Im digging into spells, and there is a phenomenon I see very often. If you …
chipzz
May 18, 2026 · 05:24 (edited)
I'ld suggest reading https://wowdev.wiki/DB/SpellVisual and https://wowdev.wiki/DB/SpellVisualKit and related pages on that wiki first, because you're missing the ball on quite a number of things
Goatrek
May 18, 2026 · 09:34 (edited)
EDIT: Solved
stoneharry
https://camo.githubusercontent.com/80e3ac025b362b8de73d6844e45eabf9fff606e933463…
Shauren
May 18, 2026 · 10:07
he is not on 3.3.5 and is asking about stuff not present in 3.3.5
Shauren
May 18, 2026 · 10:17
i dont really know much about spell visuals and how they are triggered (knowledge not really neccessary from server pov), i would guess that "impact" visuals are played on targets from SMSG_SPELL_GO, and caster is not in that list of targets
Shauren
i dont really know much about spell visuals and how they are triggered (knowledg…
chipzz
May 18, 2026 · 10:51
Incorrect
chipzz
May 18, 2026 · 10:52
a spell can have a spell missile that needs to travel before the spell impact
Shauren
May 18, 2026 · 10:53
and how does that make my guess incorrect? all i said it could be taking targets from spell_go packet, i said nothing about the timing
chipzz
May 18, 2026 · 10:57
because:
SMSG_SPELL_START -> precastKit
SMSG_SPELL_GO -> castKit
but he's confusing a lot of things, which is why I suggested reading the wiki docs
Shauren
May 18, 2026 · 10:58
well, yes and no
chipzz
May 18, 2026 · 10:58
SpellVisuals are linked to several SpellVisualKits
chipzz
May 18, 2026 · 10:58 (edited)
some of these kits are related to caster, some to target
Shauren
May 18, 2026 · 10:58
castKit is played immediately on spell_go, i am not denying that
chipzz
May 18, 2026 · 10:58
so his understanding is quite broken
Shauren
May 18, 2026 · 10:59
but something (hint: spell_start or spell_go) has to also set up the entire visual sequence, not just precast and cast
Shauren
May 18, 2026 · 10:59
and there are no more other spell packets
chipzz
May 18, 2026 · 10:59
some of the visuals (like spell missiles) are purely client-side though
Shauren
and there are no more other spell packets
chipzz
May 18, 2026 · 10:59
so that's not necessarily an issue
Shauren
May 18, 2026 · 11:00
missiles dont launch without spell_go
Shauren
May 18, 2026 · 11:00
so i am technically right
Shauren
May 18, 2026 · 11:01
but NONE of this is what that guy was asking about
Shauren
May 18, 2026 · 11:02
he wants to know what determines which unit the visual plays on (client files have it enabled on both caster and target but it only plays on target, which is the correct behavior)
Shauren
he wants to know what determines which unit the visual plays on (client files ha…
chipzz
May 18, 2026 · 11:03
and the answer to that is: it depends on which SpellVisualKit he is talking about. Which he does not mention
Shauren
May 18, 2026 · 11:03
oh but he does
Shauren
May 18, 2026 · 11:03
its spell visual 611
chipzz
May 18, 2026 · 11:03
but he does not mention what part of it he thinks is malfunctioning
chipzz
May 18, 2026 · 11:04
he just says "one of the kits linked to the visual"
chipzz
May 18, 2026 · 11:04
but there are plenty
Shauren
May 18, 2026 · 11:04
there are 3 exactly
Shauren
May 18, 2026 · 11:04
Shauren
May 18, 2026 · 11:04
and he is talking about row id 1597
chipzz
May 18, 2026 · 11:05
Ah, looks like that changed quite substantially from 3.3.5
chipzz
May 18, 2026 · 11:05
https://wowdev.wiki/DB/SpellVisualEffectName doesn't link back to SpellVisualKit in 3.3.5
Shauren
May 18, 2026 · 11:05
it was transformed from 3.3.5 SpellVisual::ImpactKit
chipzz
May 18, 2026 · 11:06 (edited)
Shauren
it was transformed from 3.3.5 SpellVisual::ImpactKit
chipzz
May 18, 2026 · 11:08
That would be... weird IMO
Shauren
May 18, 2026 · 11:08
why? i already took a look inside 3.3.5 spellvisual.dbc
Shauren
May 18, 2026 · 11:08
thats exactly what it is
Shauren
May 18, 2026 · 11:09
spellvisualkitid value matches too, 330
chipzz
May 18, 2026 · 11:10
because none of the fields in the wago link you gave are present in https://wowdev.wiki/DB/SpellVisualKit , it's entirely different information? or maybe I just understand you wrong?
chipzz
May 18, 2026 · 11:11
https://wowdev.wiki/DB/SpellVisual clearly states that m_impactKit is a SpellVisualKit ?
chipzz
May 18, 2026 · 11:13
or are you simply referring to the 2 fields in SpellVisualEffect ?
Shauren
May 18, 2026 · 11:15
the link i gave you is a different representation of SpellVisual.dbc (it was transformed into SpellVisualEvent.db2),
SpellVisual m_impactKit -> SpellVisualEvent where StartEvent = Impact
chipzz
May 18, 2026 · 11:17
looks like all the *Kits are gone from https://wago.tools/db2/SpellVisual in live ^^
Shauren
May 18, 2026 · 11:18
see my prev message for how they were transformed
Marius
May 18, 2026 · 16:36
Sorry, I keep forgetting to specify that I am on close to latest retail, not 3.3.5.
So I guess it was a version misunderstanding? Or is my idea broken/way off?
This was a nice link that displays my confusion:
https://wago.tools/db2/SpellVisualEvent?filter%5BSpellVisualID%5D=exact%3A611&page=1
How come both 1597 and 1598 play SpellVisualKitID 330, one on caster and one on target, but in the game its only displaying on the target? And since its only being played on targetType target anyway, why does the targetType caster even exist? I have seen this setup on more spells.
Marius
May 18, 2026 · 16:36
But I take it nobody has really cared about digging into it, since its just a random quirk and not really anything wrong
MesKaNoVa
May 20, 2026 · 18:51
Guys, will it be difficult to modify the existing systems to make the server supports another game? (that game too has a packet-based communication with the server) 😅
Zymus
May 20, 2026 · 19:02
I guess that depends on your definition of difficult.
Zymus
May 20, 2026 · 19:03
I was playing with the idea of creating a RuneScape module for TrinityCore, but basically everything TC is wired for would be thrown away. Or, you'd have to write a pretty complex adapter.
Shauren
May 20, 2026 · 19:14
technically src/common, src/server/database and src/server/shared arent that much wow-specific
MesKaNoVa
May 21, 2026 · 03:03
I did find a server emulator source code for the game i want to build a server for, but it was based on WCell, so i think it wont be impossible to modify TrinityCore to support that game.
FerMoX
May 22, 2026 · 15:45 (edited)
@Shauren I am a bit curious, I ve seen some movement on the AshamaneCore project (Legion Emulation Project) are you part of the team reviving the project?
FerMoX
May 22, 2026 · 15:50
Shauren
May 22, 2026 · 15:50
no
FerMoX
May 22, 2026 · 15:52
ahhh ok, thanx to confirm
FerMoX
@Shauren I am a bit curious, I ve seen some movement on the AshamaneCore project…
1
Npc
May 23, 2026 · 11:22
https://github.com/The-Legion-Preservation-Project/TrinityCore
These are the ones who seem to be doing it
TrinityCore Open Source MMO Framework 7.3.5.26972. Contribute to The-Legion-Preservation-Project/TrinityCore development by creating an account on GitHub.
Marius
May 25, 2026 · 19:50
Hey,
I am messing around with creatures and vehicle stuff, and a custom spell to use the vehicle. This is for retail, some fairly recent Midnight version.
I have made a new spell with 2x spell effects:
Index 0: Set Vehicle ID to xxx
Index 1: Control Vehicle
This makes the caster turn the target into a vehicle, programmatically speaking, and then mount it, sort of. However, if the vehicle dies or gets dispelled, my worldserver logs Unit::RemoveAurasByType ASSERTION FAILED: aurApp and then crashes.
Is what Im trying to do possible? I see Blizzard spells often have more spells involved, which makes it more messy. But maybe it has to be this way?
Shauren
May 25, 2026 · 20:00
you are doing a very_bad_thing™, that is changing the "am i a vehicle" status during handling of aura removal
Shauren
May 25, 2026 · 20:00
this is going to crash no matter what branch you pick
Shauren
May 25, 2026 · 20:01
split these effects into separate spells to have better control over apply/remove order
Marius
May 25, 2026 · 20:03
Will it work if they are 2 auras? If the vehicle dies, will they not be removed at the same time, just like now?
Shauren
May 25, 2026 · 20:04
but you can make the first one (set vehicle id) persist on death
Marius
May 25, 2026 · 20:06
Lemme try
Marius
May 25, 2026 · 20:14
Cool, that helped! Thanks! 😁
peli
May 30, 2026 · 14:39
I have a question regarding the following system similar to PoE.
(Branch 3.3.5a)
Lets imagine the following: I have a Wornsword with item_template = 1
I have a special item that when applied to the Wornsword item it does the following: Adds or rerolls spelltrigger1 (aka: first equip or use) spell.
What I am doing in this exact moment, create a new item_template entry and destroying player old wornsword and supplyijg him with an item with the new item_template id
peli
May 30, 2026 · 14:40
Now comes the issue, at some point i want to handle the case that when ppl destroy an item and there are no characters holding this template id, remove it.
What happens when this template id is recycled and clients have in their cache the old template id, do they crash ?
peli
Now comes the issue, at some point i want to handle the case that when ppl destr…
stoneharry
May 30, 2026 · 14:46 (edited)
The client caches items. So if it has seen that item Id before then it will see the previously seen template.
You can force send the packet server side and the client will overwrite its cached entry. There is also a cache version sent on login that can be incremented each restart, and if the client version doesn't match the server version then the entry will be invalidated.
So we have a virtual item template table and recycle entries without any references each server restart.
But we also ended up going with a custom module that does away with the item.dbc completely and instead uses a custom system
stoneharry
May 30, 2026 · 14:48
Problem with prepopulating item.dbc records is the entire dbc is loaded into memory on startup, so you add 500mb or so requirement into a 32bit client
peli
May 30, 2026 · 14:49
Mmm i get it, what do u mean by custom system ?
Lua addons that receives new mod effects via addons messages ?
peli
May 30, 2026 · 14:50
So you keep a single item_template at the end
peli
May 30, 2026 · 14:53
The other idea I had was having multiple enchants on a single item, not sure if the client allows with any kind of client modification trick
peli
May 30, 2026 · 14:54
Client mod is no big deal, we are a small lads community 10 ppl playing
peli
Client mod is no big deal, we are a small lads community 10 ppl playing
stoneharry
May 30, 2026 · 15:16
Yeah custom system is overkill for that. We inject custom c++ code that changes how the client handles it
tb
May 30, 2026 · 19:14 (edited)
Just giving a bit more detail, what our dll does is expands the memory reserve of the item dbc and populate records in ram based on info from the item query packet and disables the item cache file
peli
May 30, 2026 · 19:47
Gr8 insight, i’ll dig into the runtime, for that item cache file read and try to bypass it
peli
May 30, 2026 · 19:47
Thx for quick replies









