#🏍・custom
Shauren
Sep 21, 2026 · 14:10
you must fill them
Snowcraft
Sep 21, 2026 · 14:16
Oh, I am being dumb again then.
Shauren
Sep 25, 2026 · 17:34
doesnt this simply depend on visual linked to stun spell in dbc?
Snowcraft
Sep 25, 2026 · 17:35
Does it? I'll have to give it a try I guess.
Snowcraft
Sep 25, 2026 · 17:36
Part of my worry is the faked 'dead' part of the feign death spell as well, but that might be part of a spell script, I'm guessing?
Snowcraft
Sep 25, 2026 · 17:36
I'm probably overthinking this.
Shauren
Sep 25, 2026 · 17:40
i dont quite understand what you are trying to achieve here
Snowcraft
Sep 25, 2026 · 17:42
Knocking out the NPC without killing them, using the death animation.
Snowcraft
Sep 25, 2026 · 17:43
It's for a quest with the goal of tranquilizing 3 feral gilneans without killing any of them. Upon being hit by the tranquilizing spell, a smart script triggers to run through some visuals and provide quest credit.
Shauren
Sep 25, 2026 · 17:46
but what do you want to happen with the npc? lie down with stun aura? lie down like feign death with unit frame showing no health?
Snowcraft
Sep 25, 2026 · 17:48
Lie down with stun aura.
Snowcraft
Sep 25, 2026 · 17:49
It apparently doesn't even stun them properly...
Snowcraft
Sep 25, 2026 · 17:49
I'm also noticing they no longer get the ZZZ visual so I guess I gotta reorder some bits of the script too.
Snowcraft
Sep 25, 2026 · 18:10
Ah, yeah, I needed a spell script it appears?
Snowcraft
Sep 25, 2026 · 18:12
Apparently the script also breaks if the NPC is in combat...
Snowcraft
Sep 25, 2026 · 18:16
Bleh. Still nothing...
Celeby
Sep 25, 2026 · 18:17
There are different spells with different effects. Am sure there’s one just for your use case. Try spell work to search for spells
Snowcraft
Sep 25, 2026 · 18:25
I'll figure something, yeah.
Snowcraft
Sep 25, 2026 · 18:26
Part of the issue seems to be they're resetting when becoming immune to PC.
Shauren
Sep 25, 2026 · 18:27
set react state to passive before activating immunity
Snowcraft
Sep 25, 2026 · 18:28
Will do. I also set them to rooted just in case.
Snowcraft
Sep 25, 2026 · 19:09
I am being dumb and forgetting there's a stand state for dead I can try...
jackpoz
Oct 01, 2026 · 18:58
@Hobbyist so where's the zip with the source code ?
jackpoz
@Hobbyist so where's the zip with the source code ?
Hobbyist
Oct 02, 2026 · 15:51
I've sent that part over to aquadeus. Since there are unimplemented opcodes and game systems, and some dungeons and bosses rely on SmartAI instead of individual custom scripts, it looks like it will require significant revisions."
jackpoz
@Hobbyist so where's the zip with the source code ?
Hobbyist
Oct 02, 2026 · 22:02
jackpoz
Oct 02, 2026 · 22:05
@Telegrill see ? It was zip files 🙂
leewheel
Oct 03, 2026 · 01:17
Many of the phasing IDs and creature spawn IDs in RoleplayCore are a mess; trying to fix the bugs myself is a real hassle.
Crane
Oct 06, 2026 · 03:27
Can you also make a GameObject invisible—like an NPC—using something like this?
if (GameObject* go = me->FindNearestGameObject(20655, 100.0f))
go->SetVisible(false); ??
Crane
Oct 06, 2026 · 04:50
Or to put it another way: can I use a C++ script to make a Game Object (declared as a transport) disappear if it was spawned in Phase 1 while the player is in Phase 7 (phase mask 64)?
The reason I ask is that when I am in phase mask 64, I can still see the transport that exists in Phase 1.
Crane
Or to put it another way: can I use a C++ script to make a Game Object (declared…
Shauren
Oct 06, 2026 · 07:48
you cannot, transports (type 15) ignore phases and are always visible
Crane
Oct 06, 2026 · 07:54 (edited)
@ShaurenNo, it has to work, because it actually does.
A friend of mine had someone program that for him. the Battle for the Undercity questline for the Horde side, and the event runs flawlessly.
The requirement on the Horde side is that the elevator and the gate must be removed while in Phase 7; that is how it works in the original Blizzard retail version, and that is exactly how it was implemented here. These objects do indeed disappear once the necessary condition is met.
You accept the quest, enter Phase 7, teleport to Undercity, and start the event at the elevator; Thrall then casts a spell that transports the player down, since the elevator is missing.
However, if you are right there at the door when you switch to Phase 7, the transports won't disappear because they have already been loaded by the client.
So, claiming that it doesn't work is incorrect.
Crane
Oct 06, 2026 · 07:59
So it is supported, but only on the condition that the player does not switch phases while on-site.
Crane
Oct 06, 2026 · 08:03 (edited)
What's missing is a real-time update that tells the server and client a phase change is occurring to remove the transport or a special flag for transports that require this, so as to avoid a global impact.
Crane
Oct 06, 2026 · 08:11
How can this be implemented in the core to enable real-time updates when the user is already on-site?
Crane
Oct 06, 2026 · 08:38 (edited)
@ShaurenHere is a video that was made available to me.: https://streamable.com/zlwsgj. It shows an exact replica of the original just like in the questline videos and the condition is met: I only entered the map phase after accepting the quest.
spell_area handles the rest and places me in phase 7 for as long as the quest is active.
Shauren
Oct 06, 2026 · 08:50
then tell me what type of transport you are using in gameobject_template
Shauren
Oct 06, 2026 · 08:50
is it 15 or 11
Shauren
is it 15 or 11
Crane
Oct 06, 2026 · 09:04 (edited)
the door have entryid 20656 and entry 20655 is the elevator both have type 11 and always spawned
Crane
Oct 06, 2026 · 09:05
sorry not 15 have 11
Shauren
Oct 06, 2026 · 09:06
is it always spawned? then just set whatever phasemask you want in gameobject table
Shauren
is it always spawned? then just set whatever phasemask you want in gameobject ta…
Crane
Oct 06, 2026 · 09:08 (edited)
No, that’s exactly what I can’t do.
Because if I do that, it applies globally, and players visiting Undercity won’t have an elevator. That’s the problem I can’t set it globally. And if I shift the GO into another phase using a phase mask, does that also affect players in the normal phase 1
Shauren
Oct 06, 2026 · 09:13
oh i think i know wtf is happening here
Crane
Oct 06, 2026 · 09:14
I don't know how Blizzard does it, but they have a mechanic to implement it exactly that way.
As I said—and as you can see in my video—it works as long as you enter the map only when you are already in the correct phase, or when you arrive at the specific location where the phase shift occurs.
However, there is no real-time phase update for this type of game object. It works with NPCs, and normal game objects simply disappear in those cases.
Shauren
Oct 06, 2026 · 09:15 (edited)
there is a global hack in code that makes it so transports are never removed on client if you go too far away (phasing counts as "too far away" too) thats fixing transports that move across long distances (deeprun tram and the ulduar one for mimiron)
Crane
Oct 06, 2026 · 09:16
You can test it out: go to Orgrimmar, switch to phase mask 64 (or whatever keeps you in that phase), and head to the Undercity gate. Then switch back to phase 1—the gate reappears—and if you switch to phase 7 again, it stays there.
Crane
Oct 06, 2026 · 09:17
I haven't inserted or changed anything there; the spawns are all from the original database.
Crane
Oct 06, 2026 · 09:19
That may be true, but with standard NPCs and standard GOs, they disappear or become invisible—or whatever else—in real time; so if I’m standing next to an NPC and switch phases, poof, he’s gone. With type 11 GOs, however, that doesn't happen; they stay right where they are.
Shauren
Oct 06, 2026 · 09:19
yeah thats a core problem
Shauren
Oct 06, 2026 · 09:19
its this issue <https://github.com/TrinityCore/TrinityCore/issues/17360>
Shauren
yeah thats a core problem
Crane
Oct 06, 2026 · 09:21
https://github.com/TrinityCore/TrinityCore/issues/17360#issuecomment-1195979682 fixed in master branch the last commit?
Crane
Oct 06, 2026 · 09:28
I interpret the last comment to mean that the error in the master branch has been fixed.
Crane
Oct 06, 2026 · 09:40 (edited)
If the bug has actually been fixed in
master, a GitHub link showing the changes made would be nice—so we could potentially port them to 3.3.5.
I’ve tidied up the thread a bit and kept only the most important parts to make it easier to follow.
Crane
Oct 06, 2026 · 14:38
@ShaurenCan you tell us how you fixed that in the master branch, based on your commit on GitHub? Or post the link to the commit where it was fixed?
Crane
@ShaurenCan you tell us how you fixed that in the master branch, based on your c…
chipzz
Oct 06, 2026 · 18:27
You know the approximate commit date, so you could filter git log on date and show the oneline commit messages, which would probably make it pretty easy to spot
chipzz
You know the approximate commit date, so you could filter git log on date and sh…
Crane
Oct 06, 2026 · 21:01
Chill out.
I’ve searched through everything from 2022—specifically the month of July—and there is no commit confirming that it was fixed, as stated in the issue thread.
Crane
Chill out.
I’ve searched through everything from 2022—specifically the month of …
chipzz
Oct 06, 2026 · 21:03
What makes you think I'm not chill?
chipzz
What makes you think I'm not chill?
Crane
Oct 06, 2026 · 21:07
First, they try to convince me it’s not possible, and then you read in the issue thread that it’s been fixed—but there’s no proof of it, and I don’t believe it was ever actually fixed, even though he claims so there.
https://github.com/TrinityCore/TrinityCore/commits/master?since=2022-07-01&until=2022-07-31&author=Shauren
That’s all from July 2022, and not a single commit indicates that the elevator bug was resolved.
Sorry, but it just really annoys me when things are written somewhere that aren't true at all.
TrinityCore Open Source MMO Framework (master = 12.1.0.69933, 3.3.5 = 3.3.5a.12340, cata classic = 4.4.2.60895) - Commits · TrinityCore/TrinityCore
chipzz
Oct 06, 2026 · 21:09
I don't care. I wasn't part of the conversation nor the issue. I was simply stating the technical fact that you can bisect based on date, trying to be helpful.
Again, what makes you think I am not chill? What part indicates agitation on my part?
Shauren
Oct 06, 2026 · 21:09
As you have clearly seen yourself, this bug manifested in multiple different ways (duplicating elevators or your case elevator not disappearing on phase) but its all the same underlying issue
Shauren
Oct 06, 2026 · 21:10
i most likely didnt even use the word "elevator" in commit message
Shauren
Oct 06, 2026 · 21:12
what is also possible is that the fix isnt even in the same month as that comment on issue
Shauren
i most likely didnt even use the word "elevator" in commit message
Crane
Oct 06, 2026 · 21:14
You say my problem is this one: https://discord.com/channels/376073286427344897/870722120458600528/1556959170799079486—so, a core bug; fair enough. But in that issue thread, you mention it’s already fixed in
master. Yet, I can't find any commit involving code changes to the master branch during that period that actually fixes it. The friend who ported the event for me would like to fix the bug, but he doesn't want to have to look for a needle in a haystack.
Crane
Oct 06, 2026 · 21:15
You fixed that in the master branch on July 26, 2022 or it was fixed but there is no code commit to be found for it.
Shauren
Oct 06, 2026 · 21:18
You fixed that in the master branch on July 26, 2022this not true, it was fixed earlier, comment was made later when someone reminded me about it
Shauren
Oct 06, 2026 · 21:18
when exactly? i dont remember
Shauren
> You fixed that in the master branch on July 26, 2022
this not true, it was fix…
Crane
Oct 06, 2026 · 21:22
Okay, that makes the whole thing even more peculiar. Right now, I can only filter by date, and I don't even have any search criteria to see how you fixed it back then.
But perhaps you know how to resolve it and what core changes are needed for example, "in file XY, search for Z and look at this specific function." As it stands, though, the search is practically impossible because it could be anything.
Shauren
Oct 06, 2026 · 21:23
well, not anything
Shauren
Oct 06, 2026 · 21:23
its gameobject and visibility
Shauren
Oct 06, 2026 · 21:23
and transport type 11
Shauren
well, not anything
Crane
Oct 06, 2026 · 21:24
We’ve managed to figure that much out, but the transport-related data is split across so many different files that narrowing it down has been impossible so far.
jackpoz
Oct 06, 2026 · 21:25
https://github.com/TrinityCore/TrinityCore/commit/630b60eb0dcd3d9ce41582664ab822b049365431 5 minutes on the mobile
* Fully synchronize serverside animation progress with client
* Implemented updating passenger positions on elevators
* Removed visibility hack for elevators that always forced CreateObject packet ...
jackpoz
Oct 06, 2026 · 21:26
https://github.com/search?q=repo%3ATrinityCore%2FTrinityCore+type+11&type=commits searched for "type 11" and only commits
GitHub is where people build software. More than 225 million people use GitHub to discover, fork, and contribute to over 800 million projects.
jackpoz
https://github.com/TrinityCore/TrinityCore/commit/630b60eb0dcd3d9ce41582664ab822…
Crane
Oct 06, 2026 · 21:28
My friend and I have been working on this for hours, searching and filtering specifically for July 2022. Thanks for the link; now my friend and I can analyze the code and potentially adapt it for version 3.35.
jackpoz
Oct 06, 2026 · 21:29
You could also have checked all commits older than July with Shauren as author
Crane
Oct 06, 2026 · 21:29
https://github.com/TrinityCore/TrinityCore/commits/master?since=2022-07-01&until=2022-07-31&author=Shauren — I just searched here.
TrinityCore Open Source MMO Framework (master = 12.1.0.69933, 3.3.5 = 3.3.5a.12340, cata classic = 4.4.2.60895) - Commits · TrinityCore/TrinityCore
jackpoz
Oct 06, 2026 · 21:29
You can do that online with github
jackpoz
You could also have checked all commits older than July with Shauren as author
Shauren
Oct 06, 2026 · 21:29
thats... not actually a good recommendation, i make commits daily
jackpoz
Oct 06, 2026 · 21:29
It's just tedious
jackpoz
Oct 06, 2026 · 21:30
But it's better than "it's impossible"
jackpoz
Oct 06, 2026 · 21:30
I've probably gone through tens of commit pages when I was searching for a specific commit 😛
Crane
My friend and I have been working on this for hours, searching and filtering spe…
jackpoz
Oct 06, 2026 · 21:32
It's 700 lines added and 300 removed, that will take a while to port to 335. I'd recommend to create a branch and port small bits at a time
jackpoz
Oct 06, 2026 · 21:34
Btw Shauren does that commit fix by accident SSC elevator killing you while jumping on it due to high Z diff ? As in the server can check if the player position serverside is the same as client side
jackpoz
Oct 06, 2026 · 21:34
Or maybe it just makes it easier to fix
jackpoz
It's 700 lines added and 300 removed, that will take a while to port to 335. I'…
Crane
Oct 06, 2026 · 21:37
I don't need to port every single file change—just the specific ones related to the transport.
jackpoz
Btw Shauren does that commit fix by accident SSC elevator killing you while jump…
Shauren
Oct 06, 2026 · 21:38
probably? never tested and dont know if its even a thing in 335
jackpoz
Oct 06, 2026 · 21:38
Yeah 335 kills you
jackpoz
Oct 06, 2026 · 21:38
You get fall damage
jackpoz
Oct 06, 2026 · 21:39
But one couldn't simply trust whatever Z movement packets sent with go type 11 flags, as that would have allowed to just flyhack
jackpoz
Oct 06, 2026 · 21:41
On the first platform that takes down to SSC when jumping there instantly kills you. On the visual aspect, it does not appear that you fall down - You just instantly appear to be dead. Happened to ...
jackpoz
Oct 06, 2026 · 21:41
(I somehow still remember a debugging session from 12 years ago for whatever reason 🤷♂️ )
jackpoz
Yeah 335 kills you
Crane
Oct 06, 2026 · 21:55
Now I need to filter out which files I have to port, because the way I see it, I don't need to carry over all of them.
khoos
Oct 10, 2026 · 12:29
how do I do to clone 3.3.5?
dolphin
Oct 10, 2026 · 14:30
made a bot framework for tc 335, got it to level a 5-man squad (warrior/priest/3x mage) from fresh lvl 1 characters to clearing the first boss of rfc, with zero human intervention aside from me modifying the code. this took about a week of troubleshooting (so far) and has been alot of fun, figured this might interest some folks here
(Reposting at jackpoz's suggestion)
dolphin
made a bot framework for tc 335, got it to level a 5-man squad (warrior/priest/3…
dolphin
Oct 12, 2026 · 17:02
Update on this for anyone curious:
I got them to clear the rest of RFC and slowly realized dungeon grinding is probably not the way to go, at least for the Classic level range. Classic dungeons front load their complexity into the layout and pathing, and I’d probably have better luck dungeon grinding in TBC/Wrath where a lot of that complexity moved to trash/boss strength rather than a complex layout or super long instance.
I’ve got them levelling in Hillsbrad/Ghostlands right now, and started a 2nd squad for the fun of it.





