This is a modified version of Trinitycore + Eluna, its using code and modules from AstoriaCore and AzerothCore with the intent of creating a classless experience that imitates how the Ascension Project works.
- Spell learning GUI from AstoriaCore, lightly modified to work with other changes.
- RandomSpell lua script, triggers a spell to be randomly selected from a table every second level and creates a visual on the client side.
- Talent point system from AstoriaCore with core changes to accommodate the system.
- Trainers cannot teach base/unranked spells to avoid disruptions to the Classless system from AstoriaCore.
- A custom trainer called King Krabe which can be summoned using .npc add 69209. Can also be made a companion spell by importing the db_spell_12340 to your spell.dbc. And learning spell 90001.
- Players start with generic gear.
- Random enchants from a module made for AzerothCore.
- MicroLFG-- Its just SoloLFG.
- InstanceBalance, a modified version of this solocraft script.
- "Fixed" rage generation, Its just commented lines in the core so I am expecting other functionality to be busted from it. Works so far though.
- Fixed tamepet/summon_pet system. Tamepet originally had code that locked out non-hunter classes. summon_pet relied on that logic. Requires client changes to stop lua errors.
- Deathstone, after a player releases spirit, their x-y-z-mapid is stored in a custom table, using the deathstone will teleport them to those co-ords. Currently abusable as the stored values are only reset after using the stone. SPELL ID 90000, is a custom item added to the item.dbc.
- GroupLevel script, finds player levels in the group and creates an experience boost based on the level difference. Default difference is 7 levels. Can be changed in the C++ script
- If a player is level 8 and another is level 1 in a group, an experience boost is applied to the level 1 player by using garbage math to apply difference to XP gains.
- The group state is checked every tick to avoid players retaining the boost after leaving a group or going offline. Also avoids crashing the server.
- I should change the code to floats from ints so the boost is more specific/accurate.
- Players can opt in using .grplvl
- Additional custom enchants. Ascension-like.
- Similar enchantment rolling system. Ascension-like.
- Dungeon weapon/armor drops in world. Ascension-like.
- Custom currencies used for spell/talent learning/rolling. To replace the existing system from the AstoriaCore classless GUI.
- Support for Death Knight spells maybe.
- Currently the core and DB has the naga race enabled which may cause issues with unmodified clients. Am planning to clean up at a later date. DONE.
- RandomSpell currently has no filters aside from level requirements, so a player could learn maul (bearform skill) without having the form spell learnt, essentially gaining an unusable spell. Partially DONE.
- MOST class specific quests/vendors are still locked to those classes.
- ALL class locked items are still locked to those classes.
You will need the world server available in releases.
You may need to manually add the sql files found in "sql/custom/characters" to your character database.
A patched WoW.exe, https://www.ownedcore.com/forums/world-of-warcraft/world-of-warcraft-bots-programs/501200-repost-sig-md5-protection-remover.html
- Enables modified clientside Lua/XML which is necessary for changes of the classless system.
This ZIP contains the needed client MPQ file and server DBC files: https://www.xup.in/dl,11464063/DWrathFiles.zip/
- Currently only supports English clients, enUS specifically. You can make it work on your client by changing the MPQ filename to patch-LOCALE-g.mpq . However spell names will be blank. Alternatively you can import your locale strings into Spell.dbc .
- The MPQ contains Lua, XML and DBCs that are necessary for the client to behave correctly.
- It also has AIO for Eluna pre-included.
Once compiled you need to move lua_scripts to the root of your compiled server.
TrinityCore is a MMORPG Framework based mostly in C++.
It is derived from MaNGOS, the Massive Network Game Object Server, and is based on the code of that project with extensive changes over time to optimize, improve and cleanup the codebase at the same time as improving the in-game mechanics and functionality.
It is completely open source; community involvement is highly encouraged.
If you wish to contribute ideas or code please visit our site linked below or make pull requests to our Github repository.
For further information on the TrinityCore project, please visit our project website at TrinityCore.org.
Software requirements are available in the wiki for Windows, Linux and OS X.
Detailed installation guides are available in the wiki for Windows, Linux and OS X.
Issues can be reported via the Github issue tracker.
Please take the time to review existing issues before submitting your own to prevent duplicates.
In addition, thoroughly read through the issue tracker guide to ensure your report contains the required information. Incorrect or poorly formed reports are wasteful and are subject to deletion.
C++ fixes are submitted as pull requests via Github. For more information on how to properly submit a pull request, read the how-to: maintain a remote fork. For SQL only fixes open a ticket or if a bug report exists for the bug post on existing ticket.
License: GPL 2.0
Read file COPYING.
Read file AUTHORS.