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Starting spells for new race/class combination

By Scytheria23
in Serverside

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Apologies for asking what must be a common question.  I am unable to use Google or similar to search for answers and even the search function on these forums is problematic (I'm living in China, and such things are blocked).

I have set up a new race/class combination on a fresh TrinityCore 3.3.5a build (Night Elf Mage).  As far as I know, everything is perfectly correct in the ChrClasses, ChrRaces, CharBaseInfo, SkillLine, SkillLineAbility, SkillRaceClassInfo DBCs and in the server database (playercreateinfo, playercreateinfo_skills, player_levelstats, player_classlevelstats and playercreateinfo_action).  I can create a Night Elf mage character fine, no issues or warnings, and the character has all the necessary class skills, weapon skills, armour proficiencies, language etc.  Stats are correct.  No start gear yet, but I know what to do there.  The issue is that no spells placed into playercreateinfo_action appear on a new Night Elf Mage's actions bars.  This is specific to that race/class combo, all others are fine.   Should have, for example, fireball, ice armour and shadowmeld - but nothing ever appears.  New spells get learned fine and go to the right places in the spell slots, as do talents.

So what the hell am I missing?  Annoyingly, I did a similar thing a few years back and don't remember there being an issue.  Has TrinityCore somehow buried a section deep in its code to check (outside of the DBC and server data) the combinations?  If so, where?  I can't find it.  If not, is this a client check?  Or, more likely, am I forgetting something really obvious...

Please help if you're there!  This is driving me bonkers.

Thanks

Scy

 

 

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2 hours ago, Aentium said:

Just to get this out of the way: did you add the starting spells for Night Elf Mages in "playercreateinfo_action"?

Yep, and I've doubled checked everything.  I can't see any reason why this won't work.

I've botch-solved it though, by making a custom spell which teaches the initial spells and firing it off when the new character spawns.  Fortunately, they drop into the action bar where I wanted them to go anyway.  It works, but doesn't explain why it never happened normally in the first place...

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On 3/28/2020 at 3:13 PM, Scytheria23 said:

Yep, and I've doubled checked everything.  I can't see any reason why this won't work.

I've botch-solved it though, by making a custom spell which teaches the initial spells and firing it off when the new character spawns.  Fortunately, they drop into the action bar where I wanted them to go anyway.  It works, but doesn't explain why it never happened normally in the first place...

I can't tell either, but i'm glad you solved it!

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Just to clear things out,

U are missing some spells in a custom race / class combination?

I'm running a Funserver aswell, and something u might have forgotten is to add the new race / class combination into playercreateinfo_spell_custom
In that Database Table u can add spells to a specific race/class or both. For this to work u must have enabled PlayerStart.AllSpells = 0 in ur worldserver.conf.dist
(only if u use Trinitycore, not sure about other cores)

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