| Age | Commit message (Collapse) | Author |
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both Ineptitude + Chemicals = Fun and Special Delivery for Gaxim.
(cherry picked from commit b0273837049ffbd99fbea2d71a9d9feb38e70f1f)
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Research rewarded.
Also fix ExclusiveGroup typo.
(cherry picked from commit b930d99e599d5d799da726d2e1e5d1e37ef7e14a)
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Should be neutral, like the other nearby spiders.
(cherry picked from commit 71cc1f80a29ed3bb38f12c695ae5d59895da541e)
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Thanks Riztazz for the infos :P
(cherry picked from commit 8a82a3ba81a187b5c76f4065697925a1da15aa13)
# Conflicts:
# src/server/game/Entities/Unit/Unit.cpp
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Thanks classicdb for coordinates and npc entries. Closes #1724.
(cherry picked from commit 97e70b599ed21c8e6f4df8d819e30780197c2e60)
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- Fix DB error introduced in f7fdc3b5.
- Remove wrong (Cataclysm) gossip for creature Sentinel Selarin.
- Remove questgiver flag from Sentinel Aynasha when accepting quest "One Shot. One Kill."
(cherry picked from commit 5dda529719700640ec0ff12ea922e060091223bb)
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By Killyana.
(cherry picked from commit 7a821284ea844543f976364ad530ff0d8f3e7719)
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Thanks tkrokli for the initial research.
(cherry picked from commit 12ff6d2f4fc3312eb676194defbcecc2d3998610)
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Note: Dark Iron invasion music can be added with a trigger at a later stage
(cherry picked from commit 002b0a7a65167d15969d98b41af7f91d222df664)
Update 2016_10_05_11_world_335.sql
(cherry picked from commit cccb1c5ddea21a4a457877aa698f2bdb162e2ab8)
Fix non PCH build.
(cherry picked from commit 81d4c02f34807f4e52689d0b99e9bb1f94f3bd96)
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* Update gold limit to 10 million
* Updated auction house gold handling to 64-bit
* Fixed some vendor checks for when BuyCount > 1
* Tweaked some checks for available gold space
* Updated guild bank gold handling to 64-bit and fix withdraw limits
* Enforce gold limit on guild bank
* Check correct rank right when withdrawing from bank
* Other small changes to update money to 64-bit
Closes #19195
Closes #20152
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Closes #20114
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Closes #20161
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* Build fix
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directly from CMSG_TRAINER_LIST
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CONDITION_SOURCE_TYPE_QUEST_AVAILABLE
By Malcrom
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* Updated MonsterSight (What does it)
* Core/Worldserver: Update worldserver.conf.dist
Now it should be corectly ;)
* Relocated and renamed the MonsterSight!
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SPELL_AURA_INTERCEPT_MELEE_RANGED_ATTACKS
* also removed obsolete intercept chance
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ladislav-zezula/CascLib@fb9442155352b36e56b74a6c0d265b3b62d20e3a
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effort to preserve original naming (and to follow codestyle for naming public data members)
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running in NetworkThread
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SPELL_AURA_PREVENT_CORPSE_RELEASE
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By Malcrom
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and fix trainer exploit (#20085)
* Implement mail check
* Implement CloseInteraction packet
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Closes #18044
(cherry picked from commit 5b7078c30ae3dd5e250a55879e3983361b053896)
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Add Frost Nova visual effect
(cherry picked from commit dac44a59b43e3857a074ea53cfb35d4ba6298bdb)
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from triggered spell
Closes #17961
(cherry picked from commit b5e8e0a5db69f2d8075c7e16e4e70c4373d4424f)
# Conflicts:
# src/server/game/Entities/Unit/Unit.cpp
# src/server/game/Entities/Unit/Unit.h
# src/server/game/Spells/Auras/SpellAuraEffects.cpp
# src/server/game/Spells/Auras/SpellAuraEffects.h
# src/server/game/Spells/Auras/SpellAuras.cpp
# src/server/game/Spells/Auras/SpellAuras.h
# src/server/game/Spells/Spell.cpp
# src/server/scripts/Outland/HellfireCitadel/BloodFurnace/boss_kelidan_the_breaker.cpp
# src/server/scripts/Spells/spell_priest.cpp
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Closes #7151
(cherry picked from commit d482b0e368797aecd71c0c2cce4be89ead8c546f)
# Conflicts:
# src/server/scripts/Spells/spell_generic.cpp
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phase.
Move EffectInterruptCast to LAUNCH_TARGET Phase.
Closes #3718
Closes #6042
(cherry picked from commit d9e4c8e04f9d0ece910642d1e695441deb4e8610)
# Conflicts:
# src/server/game/Spells/Spell.cpp
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(cherry picked from commit 016b31a1b689b1c2c2d401f4d1709d74b24279fd)
# Conflicts:
# src/server/game/Entities/Player/Player.cpp
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* Core/Spells: Implementation of QAston proc system
- Move checks from Unit::IsTriggeredAtSpellProcEvent (old system) to Aura::IsProcTriggeredOnEvent (new system)
- killed charge counter from SpellModifier and Player system for handling charges... no point in having 3 different systems doing the same thing
- Automatically add default entries to spellProcMap, based on spellinfo (else auras won't proc without an entry) Based on old Unit::ProcDamageAndSpellFor
- Old Unit::ProcDamageAndSpellFor renamed to Unit::ProcSkillsAndReactives and made private, will no longer handle auras.
- Start making use of HealInfo::AbsorbHeal in unit calculations, add effective healing info to HealInfo struct
- Changes in spell reflection system, emulates old behaviour, delaying aura drop
- Removed old charge count hacks in SpellMgr::LoadSpellInfoCorrections
- Removed bogus error log when procChance is 0: Some auras have initial 0 procChance but modified by SPELLMOD_CHANCE_OF_SUCCESS
- Fixed TriggerAurasProcOnEvent logic that tried to trigger twice from actor.
- Allow non damaging spells with DamageClass Melee or Ranged to proc character enchants. Ref issue #17034:
* http://web.archive.org/web/20110309092008/http://elitistjerks.com/f47/t49865-paladin_retribution_pve/
* When an auto-attack lands (does not dodge/parry/miss) that can proc a seal the of the following things happen independently of each other (see 2 roll system).
* 1) A "hidden strike" which uses melee combat mechanics occurs. If it lands it refreshes/stacks SoV DoT. Only white swings can trigger a refresh or stack. (This hidden strike mechanic can also proc things like berserking..)
* 2) A weapon damage based proc will occur if you used a special (CS/DS/judge) or if you have a 5 stack (from auto attacks). This attack can not be avoided.
* Holy Vengeance is the "hidden strike" it has an apply aura effect and damage class melee.
- Fixed Blood Tap interaction with Death Runes (btw, don't know what was going on with those MiscValueB, spell 45529 doesn't have any MiscValueB in SPELL_EFFECT_ACTIVATE_RUNE)
- Ported some AuraEffect checks from old Unit.cpp function. added new AuraScript hook to check procs of an specific effect
- Allow only AuraEffects that passed the check to proc, this won't block whole aura from proccing (and lose charges) if at least one of the effects procs, though
- Changes in spell mod system (for SPELLMOD_CASTING_TIME). fixes #17558.
- Added an exception for SPELLMOD_CRITICAL_CHANCE too, fixes #15193
(cherry picked from commit e641d0c7d71bdb21e443bf52bf508b1581e07839)
# Conflicts:
# sql/base/auth_database.sql
# src/server/game/Entities/Player/Player.cpp
# src/server/game/Entities/Player/Player.h
# src/server/game/Entities/Unit/Unit.cpp
# src/server/game/Entities/Unit/Unit.h
# src/server/game/Spells/Auras/SpellAuraEffects.cpp
# src/server/game/Spells/Auras/SpellAuras.cpp
# src/server/game/Spells/Auras/SpellAuras.h
# src/server/game/Spells/Spell.cpp
# src/server/game/Spells/SpellEffects.cpp
# src/server/game/Spells/SpellInfo.cpp
# src/server/game/Spells/SpellMgr.cpp
# src/server/game/Spells/SpellMgr.h
# src/server/game/Spells/SpellScript.cpp
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them infinitely (it will now fail fast)
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Closes #19947 by Luchass
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Closes #19951 by codeman8214
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* Drop unused columns
* Send proper spellid in packets for profession ranks
* Added missing rank check
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