Conversation
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I pushed another commit which ensures that the display IDs (and the Felguard's weapon) are reset to their default values if the module is disabled. |
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Thanks for the pr! Just wondering, do you plan to propose the dbc changes that you mentioned |
I did not test this, but I think you have to copy the entries 4907, 17045 and 27029 to new IDs, set scale to 0.85 and use those IDs in the config file for the water elementals (525 is the default, no need to copy this). But I still don't understand why all the other models are scaled automatically, despite having different scaling factors in CreatureDisplayInfo. Only the water elementals do not work. |
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Ok, I tested this by adding these lines to In The water elementals now have the same size. |
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Thanks for checking, I'm just wondering because to my understanding this pr now makes the scaling of the water elementals worse than before without providing the dbc fix / patch it what would be required? |
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I saw that spells can reset the scaling here: mod-morphsummon/src/morphsummon.cpp Lines 353 to 361 in da1f9d9 After changing the display ID an aura is applied to hide the pet for 2 seconds, this is just meant to look better than just switching models. But the aura "Submerge" (ID 53421) resets scaling, so you end up with bigger water elementals. Should I remove the "Submerge" aura and add the scaling for water elementals again? |
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I think I've found a solution: Using |
Changes Proposed:
A few improvements to the module:
MorphSummon.Enabled(Closes Option to disable the module #9)MorphSummon.NewNameEnabled(I think this is the only part of my fork worth taking over, the other stuff is not needed)morphsummon_ddl.sql: Useintinstead ofint(10)morphsummon.sql:npcflagis now in the INSERT statement above.VerifiedBuildincreature_template_modelto 0 as this is a custom creature which cannot be sniffed.MorphSummon.Announcein the code is set tofalseto reflect the default in the config file.SUMMON_WATER_ELEMENTAL.UNITHOOK_ON_AURA_REMOVEto ensure that the water elemental always has the correct scale.Issues Addressed:
SOURCE:
none
Tests Performed:
Tested applying the SQL scripts, compilation and in-game.
How to Test the Changes:
Add creature with ID 601072 to the world and check the gossip options with different player classes. Warlocks and Death Knights have an additional option to generate a new name for their pet if config option
MorphSummon.NewNameEnabledis set to 1 (default).