Some minor updates to documentation, particularly script documentation.

--HG--
branch : trunk
This commit is contained in:
silinoron
2010-08-16 17:38:25 -07:00
parent c8d9448887
commit a32c30d76f
4 changed files with 33 additions and 30 deletions

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EventAI documentation: (updated May 19, 2009)
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EventAI documentation: (last changed August 16, 2010)
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EventAI allows users to create new creature scripts entierly within the database.
EventAI allows users to create new creature scripts entirely within the database.
For the AI to be used, you must first make sure to set AIname for each creature that should use this AI.
UPDATE creature_template SET AIName = 'EventAI' WHERE entry IN (...);
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WARNING: THIS DOCUMENTATION IS NOT ALWAYS UP TO DATE.
FOR MORE UP-TO-DATE INFORMATION, CHECK THE TRINITY WIKI.
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Basic structure of EventAI

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** HOW TO SCRIPT IN C++ **
1 - create a file myscript.cpp in scripts folder.
2 - copy the content of script_default.cpp, it as the structure on how the scripting fuctions are organized.
dont forget to change the name of fuctions, like GossipHello_default to GossipHello_myscript.
=========================================================
WARNING: THIS DOCUMENTATION IS NOT ALWAYS UP TO DATE.
FOR MORE UP-TO-DATE INFORMATION, CHECK THE TRINITY WIKI.
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3 - in fuction AddSC_default change to AddSC_myscript.
4 - newscript->Name="default"; change the string to "myscript" this name is the one to be called from the db
5 - dont forget to change the name in here to newscript->pGossipHello = &GossipHello_default; this is where the scripted fuctions are stored.
6 - and last thing is in ScriptMgr.cpp
add your AddSC_myscript in here
// -- Scripts to be added --
extern void AddSC_default();
// -------------------
and here
// -- Inicialize the Scripts to be Added --
AddSC_default();
// ----------------------------------------
now start using the player fuctions to script ;)
hope it helps, any question use our forum.
1 - create a file myscript.cpp in the scripts/custom folder.
2 - Find the appropriate examples script in the scripts/examples folder and copy its contents.
Don't forget to rename the classes as appropriate!
3 - Rename the AddSC functions as appropriate.
4 - Make sure to change the initializations in the AddSC function to the appropriate script names!
5 - Under ScriptLoader.cpp, add your AddSC function near the top and in AddCustomScripts(), call it.
6 - Add your myscript.cpp file to the scripts CMakeLists.txt: under: set(scripts_STAT_SRCS add: Custom/myscript.cpp
7 - Redefine the virtual functions you want to override in your script.
8 - If the script you are writing is database bound, add the scriptname to the appropriate location in the database.
9 - Recompile and restart the server, and your script should be up and running.

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Texts Documentation
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WARNING: THIS DOCUMENTATION IS NOT ALWAYS UP TO DATE.
FOR MORE UP-TO-DATE INFORMATION, CHECK THE TRINITY WIKI.
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Scriptdev2 Revision 695 introduces a new format for using texts in EventAI and SD2 Scripts.
This information relates to the *_texts tables located in the ScriptDev Database.

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= TrinityCore -- Linux installation =
Copyright (C) 2008-2010 TrinityCore (http://www.trinitycore.org)
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WARNING: THIS DOCUMENTATION IS NOT ALWAYS UP TO DATE.
FOR MORE UP-TO-DATE INFORMATION, CHECK THE TRINITY WIKI.
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CHECK http://www.trinitycore.info/w/Linux_Build_HOWTO FOR FURTHER HELP
Installing TrinityCore is fairly simple on a Linux machine, assuming you
@@ -13,8 +18,7 @@ The most important ones are:
make
cmake version 2.6.x or greater
libmysql++-dev
subversion (for checking out Trinity Database)
mercurial (for checking out the core)
mercurial (for checking out the core and database)
openssl
libssl-dev
zlib1g-dev