TrinityCore / TrinityCore/TrinityCore
Core scripts/Commands: Respawn command
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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
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- 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