Extract_sniff_data β€” Capture packets with sniffer ...
# πŸ’¬γƒ»lobby
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> Extract_sniff_data β€” Capture packets with sniffer tools during full boss encounter. > > Convert_sniff_to_SQL β€” Use sniff parser to generate creature, movement, event SQL. > > Identify_boss_GUIDs β€” Locate boss, adds, triggers, gameobjects GUIDs in parsed output. > > Analyze_combat_events β€” Review spell casts, emotes, phases, timers from sniff logs. > > Map_spell_behaviors β€” Determine spell effects, targets, ranges, and missing core mechanics. > > Document_phase_structure β€” Outline boss phases, transitions, triggers, and health thresholds. > > Create_SQL_spawns β€” Insert boss, adds, and gameobject spawns into creature tables. > > Add_movement_paths β€” Import sniffed waypoints into waypoint_data and link to creatures. > > Generate_event_scripts β€” Convert sniffed timed events into smart_scripts or C++ equivalents. > > Create_Cpp_script_file β€” Add new boss script class under correct instance directory. > > Register_boss_AI β€” Bind script to creature entry in script loader. > > Implement_phase_logic β€” Code phase transitions using health checks and event scheduling. > > Implement_spell_timers β€” Add periodic events for abilities using EventMap scheduling. > > Implement_targeting_rules β€” Apply correct target filters, ranges, and conditions per sniff. > > Add_emotes_and_texts β€” Insert boss yells, emotes, and text IDs into database. > > Implement_summons β€” Code add spawns, positions, and behaviors from sniff data. > > Implement_area_triggers β€” Add trigger checks for zones, lines, or proximity events. > > Implement_movement_AI β€” Script boss movement, chase logic, and waypoint transitions. > > Implement_special_mechanics β€” Code unique mechanics missing from sniff (e.g., knockbacks). > > Add_instance_binding β€” Connect boss script with instance state and encounter flags. > > Implement_reset_logic β€” Ensure proper evade, cleanup, and state reset behavior. > > Implement_loot_tables β€” Add boss loot, currency, and conditional drops. > > Compile_trinitycore β€” Build server with new C++ script included. > > Test_encounter_locally β€” Run encounter repeatedly to validate mechanics and timings. > > Fix_spell_errors β€” Adjust spell scripts, effects, or missing core handlers. > > Tune_damage_values β€” Balance boss damage, timers, and health for correct difficulty. > > Validate_phase_timing β€” Ensure transitions match sniffed timings and behaviors. > > Debug_pathing_issues β€” Correct waypoint bugs, stuck movement, or incorrect chase logic. > > Finalize_script_cleanup β€” Remove debug logs, ensure consistent formatting and naming. > > Deploy_to_server β€” Push updated core and SQL to production environment.
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