Core/AI: implemented SmartScripts System (still beta) not 100% complete

WARNING: Use scripts at own risk. You were warned.
NOTE0: creature, gameobject, areatrigger type scripts should be fully functional
NOTE1: has no effect on any core related stuff if not using any SmartScript
NOTE2: all event/action/etc descriptions can be found in SmartScriptMgr.h

SmartScripts is a reloadable DB-Sript system, with full control for special scripting,
like escorting, following, complex combat handling, pre-stored AI templates(caster, turret, etc) and much more
with a total of 66 events, 78 actions, 22 target types, and can be easily extended

--HG--
branch : trunk
This commit is contained in:
Rat
2010-10-27 21:01:47 +02:00
parent c9fba03da9
commit 5cb119e617
26 changed files with 5496 additions and 560 deletions

View File

@@ -41,6 +41,8 @@ void AddSC_quest_spell_scripts();
void AddSC_item_spell_scripts();
void AddSC_example_spell_scripts();
void AddSC_SmartSCripts();
#ifdef SCRIPTS
//world
void AddSC_areatrigger_scripts();
@@ -565,6 +567,7 @@ void AddScripts()
{
AddExampleScripts();
AddSpellScripts();
AddSC_SmartSCripts();
#ifdef SCRIPTS
AddWorldScripts();
AddEasternKingdomsScripts();