TrinityCore/TrinityCore — Issue #4556: Event handling
Author: malcrom
Created: 2011-12-31 13:20:06+00:00
State: open

Some spells start script events for use in quest.

I think the proper handling of this would be to set the event active on start, that way if another player tries to cast the same spell to start the event they could receive an error message saying "You can't do that right now"

SAI can be added for events rather than using the current db table to start and reset the event and scripting for other creatures and go's. This will allow more quest to be scripted and prevent multiple event script calls at the same time.

Because AI and scripting are in the same table, something that I am against, you will not be able to use scripting with events because it may interfere with creature scripting so It should only be used to start scripting on other go's or npc's.