Two concrete examples of AzerothCore server-side modules: a pure C++ raid cooldown reset module and an Eluna/AIO-based Deathroll minigame with a lightweight in-game UI.
This article complements AzerothCore Modding Basics, which focuses on client-side workflows (DBC edits, MPQ-style patches, visuals, etc.).
Here we briefly document two server-side modules you can use as reference or drop into your own modding realm:
The goal is not to duplicate their READMEs, but to give you enough context to decide which patterns might be useful in your own projects.
The module emulates Wrath Classic behaviour by:
In practice, this means your raid can chain-pull bosses without having to wait for long offensive cooldowns, much closer to how modern Wrath Classic handles resets.
From a high level (see the project README for full details), cooldowns can be reset via:
BossAI / SetBossState, the module hooks the standard boss state changes.SetBossState, the module uses combat/evade hooks and an explicit list of entries in reset_raid_cooldowns_entries.h.By default, this mirrors Blizzard’s approach for Wrath Classic, but you can tune the behaviour via config.
.conf file.modules/ in your AzerothCore source.This is a good example of a pure server-side quality-of-life module: it meaningfully changes gameplay without any client patches, addons, or UI work.
This module implements a Deathroll gambling minigame where players can:
The game works without requiring players to be grouped and uses an in-game UI window powered by AIO.
From the player’s perspective:
From the server’s perspective:
deathroll table is created automatically on launch.
The interesting part, from a modding perspective, is how little "real" client modding is required:
This makes mod-deathroll-aio a strong example of:
You can think of these modules as two ends of the server-side spectrum:
mod-reset-raid-cooldowns):
mod-deathroll-aio):
If your end goal is advanced client-side modding, these server-side patterns are still useful: