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Or the 3rd option:
Use eventAI and DB scripts to get the same result as option 2. 😉
We don't need to add SD2 scripts for script events that can be done in database. Ultimately our long them goal is to allow DBscripts and eventAI to handle 95% of the dialogues and cinamatic scripts.
Well, currently there is no interaction between these 2 systems, but we try to implement one.
But on a second thought I think that it would be just fine to add this into SD2. I'll review @boxa's patch soonish.
Well, you can either do in in SD2 and use the DialogueEntry class
Or you can do it in DB using dbscripts on movement for each npc. I think in DB would be nicer, but I'll leave the choice to you.
ghost added a commit that references this issue on Feb 11, 2015
I need to see how this works first....
I'm pretty sure we can find a simple solution for dbscripts and eventAI. That's why 90% of the time is taken by research and only the rest by writing the thing.
@Ulduar the script details are good. I didn't complain about that.
However, before I can apply the script, we need to have proper creature spawns inside the instance.
Currently, none of the DB providers, have the right entries for each faction, so I won't apply the script before we do this first.
Activity
xfurry commentedon Apr 22, 2014
Or the 3rd option:
Use eventAI and DB scripts to get the same result as option 2. 😉
We don't need to add SD2 scripts for script events that can be done in database. Ultimately our long them goal is to allow DBscripts and eventAI to handle 95% of the dialogues and cinamatic scripts.
xfurry commentedon Apr 23, 2014
Well, currently there is no interaction between these 2 systems, but we try to implement one.
But on a second thought I think that it would be just fine to add this into SD2. I'll review @boxa's patch soonish.
xfurry commentedon Feb 8, 2015
@Ulduar I noticed that you are pretty good with SD2 texts recently.
It would be nice if you can prepare a patch for this even that will fit our code.
xfurry commentedon Feb 10, 2015
Well, you can either do in in SD2 and use the DialogueEntry class
Or you can do it in DB using dbscripts on movement for each npc. I think in DB would be nicer, but I'll leave the choice to you.
[sd2_mr0640] Implement ICC start event
xfurry commentedon Feb 11, 2015
Thanks. I'll take a look at this soonish.
xfurry commentedon May 10, 2015
I need to see how this works first....
I'm pretty sure we can find a simple solution for dbscripts and eventAI. That's why 90% of the time is taken by research and only the rest by writing the thing.
xfurry commentedon May 10, 2015
😄 People found solutions to get to the moon.
You can find solutions to anything, if you want to!
xfurry commentedon May 20, 2016
Don't worry. This event is on my workbench.
I just need to clarify some details from some horde sniff that I can't find, yet.
Lumber-Jack-2 commentedon May 20, 2016
XDDD
I like these comparisons
xfurry commentedon May 20, 2016
@Ulduar the script details are good. I didn't complain about that.
However, before I can apply the script, we need to have proper creature spawns inside the instance.
Currently, none of the DB providers, have the right entries for each faction, so I won't apply the script before we do this first.