CreatureTemplate/GameObjectTemplate ID's are partially hardcoded
dedmen opened this issue · 0 comments
First up, thank you for putting down this note
https://github.com/azerothcore/mod-guildhouse/blob/master/sql/world/creatures_objects.sql#L16C26-L16C26
I indeed would have a conflict in my database.
But while there is a note and its easy to fix the database ID's.
The ID's are still hardcoded on C++ side
mod-guildhouse/src/mod_guildhouse.cpp
Lines 333 to 342 in 2c2f81a
mod-guildhouse/src/mod_guildhouse.cpp
Line 421 in 2c2f81a
mod-guildhouse/src/mod_guildhouse_butler.cpp
Lines 115 to 132 in 2c2f81a
mod-guildhouse/src/mod_guildhouse_butler.cpp
Line 194 in 2c2f81a
mod-guildhouse/src/mod_guildhouse_butler.cpp
Lines 259 to 266 in 2c2f81a
There should be a config option for the Base ID so when it needs to be changed, you don't need to make over a dozen small edits in multiple c++ files.
Or atleast a #define/constant in C++ so that only one place needs to be changed