Description:
The Scenes in WoW are handled clientside.
By sending the opcode SMSG_PLAY_SCENE with correct data the Client does almost everything by itself.
Current behaviour: Nothing, totaly missing
Expected behaviour: By sending the opcode SMSG_PLAY_SCENE with correct data the Client does almost everything by itself. SceneId must be linked to SceneScriptPackageID. Scene Hotfixes must be included.
CMSG_SCENE_TRIGGER_EVENT must trigger a Server Script selected via Name. Scenes can trigger unique Scripts.
SceneInstanceId is counting up the time of Session.
On relogg it starts again at 1 (Temp data).
Canceling and completing Scenes must be implemented.
SPELL_AURA_430 are spells which start Scenes.
Steps to reproduce the problem:
Branch(es): 6.x
TC hash/commit:
2017c515de588e652846fa1781cfbad64f4aaa15
TDB version:
6.04
Operating system:
Win10/Linux
BountySource
https://www.bountysource.com/issues/37241093-6-x-7-x-scene-system-50-bounty
This is the gayest thing I've read all day.
1. SMSG_PLAY_SCENE needs to send SceneId, SceneInstanceId, Playbackflags, and SceneScriptPackageId
1.1 DB2 doesn't contain linkin between SceneId and SceneScriptPackageId, also no Playbackflags (probably need of new table)
1.2 SceneInstanceId is temp data maybe to identify which scene is running???? After relogg Scenes start with SceneInstanceId 1 again
EXAMPLE:
CREATE TABLE IF NOT EXISTS `scenes` (
`Id` int(10) unsigned NOT NULL,
`Flags` int(10) unsigned NOT NULL DEFAULT '0',
`ScriptPackageID` int(10) unsigned NOT NULL,
PRIMARY KEY (`Id`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8;
2. Hotfixes must be included (No idea how hotfixes work)
3. CMSG_SCENE_TRIGGER_EVENT sends a name of a ServerSide Script. These Scripts are unique.
EXAMPLE:
ClientToServer: CMSG_SCENE_TRIGGER_EVENT (0x3206) Length: 17 ConnIdx: 2 Time: 08/20/2016 23:36:21.391 Number: 13641
SceneInstanceID: 1
Event: CUEILLIDANTH <<<<<<< name of Script (here it's the speech of Illidan at beginning of a Demonhunter)
4. CMSG_SCENE_PLAYBACK_COMPLETE gives back the SceneInstanceID (to remove the Aura according to the Scene???? to save data to not play scene again????)
5. CMSG_SCENE_PLAYBACK_CANCELED gives back the SceneInstanceID (to restart??? or maybe to not save data??)
6. Spells trigger Scenes with this Aura SPELL_AURA_430
SPELL_AURA_430 = SPELL_AURA_PLAY_SCENE
6.1 they are triggering SMSG_PLAY_SCENE by sending the SceneId which indicates the SceneScriptPackageID
what the fuck ? 50$ really ? :D
Well no one implemented it even it was there since Wod. So a bounty might motivate people xD
Most helpful comment
This is the gayest thing I've read all day.