Datascripts Basics
This section will teach you how to write a very simple datascript to create a basic weapon in the game.
It is assumed that you have already installed tswow along with VSCodium and know how to start the program.
Starting TSWoW
Before we start, we should make sure that we have started TSWoW. Fire up your VSCodium, and point it at your TSWoW installation directory. You can select what folder VSCodium currently has open by pressing F1
, typing in Open Folder
and then select the first option that comes up.
This should open up a view that looks like this:
If your view doesn’t already have a terminal window open at the bottom, we also want to type in the command Toggle Terminal
to make it appear.
With the terminal window open, starting TSWoW is as simple as typing in ./start
If you haven’t started TSWoW before, it might take it a while to build all the initial data, but once done you should have a view that looks similar to this
Creating a module
First, we will need to create a new module to place our datascripts inside.
This is as simple as opening up the modules
folder in our tswow installation directory and create another folder with the name of our module.
- Spaces are not allowed in your module name
- Avoid special non-ascii characters in your module name
- Clean tswow installations might only include the
default
module, but it is advisable to not use this module for our own code.
Inside of this new module, we will need to create another directory called datascripts
.
If we have TSWoW running and open this folder, we should find that somehow there are already a bunch of files in here. This is because TSWoW detected that we created a new datascript folder and populated it with the basic boilerplate necessary for us.
We can also view these files inside VSCodiums own file outline, which is recommended to use for navigating files inside the editor.
Building DataScripts
The file in here that we are interested in is datascripts.ts
, and if we open it we can see that TSWoW has already filled out a basic print statement in it for us.
To build datascripts, we type in the command build data
into the tswow console.
- Since we are just currently building a print statement, we can use the variation
build data --readonly
, which will just run the scripts without actually changing anything or restarting the client/server. - Readonly builds are good for when you only want to inspect print output
This should start the build process and eventually give us the following output in the terminal:
Creating an Item
Most types of entities you can create with datascripts come through the std
interface that tswow provides. Before we create our item, we should make sure that the std
module is imported into our script. This is done by adding the statement import { std } from "wow/wotlk";
(in the generated script, this should already be included):
import { std } from "wow/wotlk";
console.log("Hello from my-module data script!");
The std
module exposes a lot of entity types, and accessing them once the std module is imported is as simple as typing std.EntityType
and let the autocompletion guide you from there. Since we are creating an item, we want to use std.Item.create
.
As we type this in, we will see that the autocompletion asks us to provide a “mod” name and an “id”:
Mod/Id pairs
Before we move on, we will need to understand how IDs work in World of Warcraft.
More or less all types of entities in the game, from items to creatures, spells, quests and classes, have a numerical id tied to them.
For example
- The spell
Fireball
has the spell ID133
- The item
Thunderfury, Blessed Blade of the Windseeker
has the item id19019
- The class
Priest
has the class id5
.
Ids are typically unique to the type of entity that it describes, meaning that, for example, spell id 25 is a completely different thing from item id 25.
Numerical ids make a lot of modding difficult, because we always have to remember what ids we have used to make sure that they don’t collide with each others. Additionally, many of the internal client and server tables prefer IDs to be as tightly packed as possible, which can be very hard to figure out manually in your head.
TSWoW solves part of this problem by using text identifiers that generate numerical ids that are used internally by the server, in a way that modders never have to worry about what numerical ids their entities use.
String identifiers are split into two parts:
- the
mod
identifier, which is often just the name of the current module - the
id
identifier, which should be a descriptive and unique name for the entity. This is not the same as the entitys ‘display name’
The mod part is used to make sure that entities in different modules don’t collide with each others. For example, if two modules had an entity named sword
, the modules different mod
identifiers will make sure the game understands that these are two different items.
Finishing our Item
Now that we know how mod/id pairs work, we can give our item our mod id and then a descriptive name:
import { std } from "wow/wotlk";
std.Items.create('my-module','my-sword')
This code would, on its own, be enough to create a (very) barebones item in the game, and we will need to apply some properties to it to actually turn it into a sword.
In TSWoW, we do this by typing the .
character under an entity we have created, which should prompt the autocompletion to provide us with a list of properties we can set:
Let’s set the items english display name to My Sword
, by setting the Name.enGB
property:
import { std } from "wow/wotlk";
std.Items.create('my-module','my-sword')
.Name.enGB.set('My Sword')
Once we have set one property on our entity, setting a new one is as simple as starting a new line and typing in .
again, which should bring up the same menu as before
Let’s change our item type to be a one-handed sword, this is done by changing its Class
property:
std.Items.create('my-module','my-sword')
.Name.enGB.set('My Sword')
.Class.SWORD_1H.set()
The Class
property is known as an enum
type, meaning it has a set of predetermined valid values. By typing Class.SWORD_1H.set
, we tell TSWoW that we want to set the items class to SWORD_1H
.
We will also need to define how our item is equipped, as the game doesn’t actually derive that from its item type, silly enough. This is easily done by setting its InventoryType
to WEAPON
:
std.Items.create('my-module','my-sword')
.Name.enGB.set('My Sword')
.Class.SWORD_1H.set()
.InventoryType.WEAPON.set()
For our item to show up correctly in the game, we should also tie it to a display id. For this, we will use the id 1542
, which is a common id used by swords in the game. Creating these types of displays from scratch is out of scope for this tutorial, but in a future tutorial we will learn how to go about finding these ids.
import { std } from "wow/wotlk";
std.Items.create('my-module','my-sword')
.Name.enGB.set('My Sword')
.Class.SWORD_1H.set()
.InventoryType.WEAPON.set()
.DisplayInfo.set(1542)
This code is sufficient to create a very simple sword item, and to put it into the game all we now need to do is run build data
. This will shut down the server and client, run all our scripts, and then restart them again.
If we log back into the game, we should be able to find our item by searching for its display name (not its id) “My Sword”:
For me, the id of this item became 60000, and I can add it to my character with the command .additem 60000
. If your id is different, replace this with the id on your screen. We should receive our newly created weapon that we can equip just like any sword.
Summary
In this tutorial we have learnt:
- How to create a module to organize our edits
- How to add datascripts to our module
- How to build datascripts
- How to use datascripts to create a simple item
It is recommended that you now try and play around a little with the item we have created. For example, you may want to try adding some Damage
or Stats
to it.