TrinityCore / TrinityCore/TrinityCore

Core scripts/Commands: Respawn command

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Branch-3.3.5a Comp-Core Priority-FutureFeatureRequest
Dominant language
C++
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Description

Description: After the dynamic spawn commit it's no longer possible to respawn a single npc without respawning the hole npcs around.

Expected behaviour:
I propose to change .respawn behavior:

.respawn "all" : respawn all npc an gobs in the area
.respawn npc "guid" : respawn a specific npc using the guid
.respawn gob "guid" : respawn a specific gob using the guid
.respawn: Jut show the possible options without respawning anything

Branch(es): 3.3.5

TC rev. hash/commit: rev. fcd6fe0aac0b

TDB version: CHANGEME Version of the TrinityCore database

Operating system: CHANGEME OS

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start in the Core scripts/Commands area for the 3.3.5 branch and trace the existing .respawn command, especially how dynamic spawning selects nearby NPCs and game objects. Compare the requested all, npc GUID, gob GUID, and no-argument behaviors, then verify that each option respawns only its intended targets without affecting surrounding entities.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
cli
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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