So I was fiddling around with making new items on my server looking around in the model viewer for item displays I liked and then making them with appropriate stats etc. Then suddenly something hit me. The reason they don't work properly 9 times out of 10 is because of skills that say "Requires Melee Weapon" etc. So that got me to thinking, adding the item into the WDB of my trinitycore server database I opened MyWarcraftStudio and looked at the locale-enUS and sifted through the DBFilesClient Item.dbc and realized something which, I don't have time to try right now because I'm going to be late for class as is.
The reason the items don't work properly in most cases with skills requiring weapons is the CLIENT doesn't recognize them as weapons even though they're in the server...well, what if I made a .MPQ file as a "patch" copied everything out of that particular part of the locale-enUS.MPQ and then proceeded to put the entry in on my custom weapons where
Field 0 = Entry number
Field 1 = DisplayId
Field 2 =Subclass (one-handed sword two-handed axe etc.)
Field 3 = Class (Weapon, consumable etc)
Say
Field 0 = 80000
Field 1 = 4290 (lor'theron's glaive weapon I believe)
Field 2 = 7 (signifying it as a one-handed sword)
Field 3 = 2 (signifying it as a weapon)
Wouldn't this then tell the client "Hey, item number 80000 is a valid melee weapon, it's a one-handed sword" and let me be able to use it in-game as such?
This is just a thought, I haven't tested it, don't have time to just yet. And the values I gave were from how TrinityCore interprets the class and subclass of an item, I'm not sure if they're the same for the rest.
If this has already been done I'm sorry, but if someone wants to try it before I do and they have time to verify whether it works or doesn't, that would be great.