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- Delete all existing spawns & respawn both npc's
- Pathing added to Risen Wintergarde Defender
- Miner still needs SAI!
Updates #16306
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By @Saben65
Closes #16140
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Fix startup errors introduced with https://github.com/TrinityCore/TrinityCore/commit/83efabefe896146cf6d55d0341abed2a47c7459f
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Only 5 spawns can be active in the world
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Closes #16304
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- Add missing waypoint & spawns for Exodar Peace Keepers & Worker (could use some SAI scripting)
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- Add waypoints for Hazzas & make Morphaz follow him
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Update https://github.com/TrinityCore/TrinityCore/commit/01beba21b5210860ddd6a37471c6b2bea77a369e to more reliabily complete quest to actually allow quest to be returned rather than just been marked as complete in quest log and on map but quest giver still showing grey ? ad grey continue button.
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Use proper spells to summon enraged wyverns, gryphons, hippogryphs and felbats instead of directly summoning with SAI action 12, also remove second line of all scripts as all of these used 2 lines of sai to summon two npcs on agro, the spells summon 2 in one cast so only one line needed.
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By @Saben65
Closes #16212
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By @Saben65
Closes #16185
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By @Saben65
Closes #16286
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Closes #10379
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Closes #16167
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Closes #15988
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By @Saben65
Closes #16214
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Add spawns, pooling and SAI
Closes #16173
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- Fixes creatures turning just before a spellcast finishes and smacking players with supposedly-unavoidable damage. Fixes and closes #15393, #10803, and probably others.
- Fixes visual effects not lining up with the correct target for spells that have their visual aligned with the caster's orientation (examples: Anub'rekhan Impale, Ingvar's Smash/Dark Smash, etc.). Fixes and closes #2947 and probably a bunch of others, including the aforementioned #15393 and #10803.
- Creatures' displayed target now properly matches the unit they are targeting with spells for a split second (blizzlike). This is necessary to get proper client-side orientation.
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Update https://github.com/TrinityCore/TrinityCore/commit/a7f1df606188fc789c00efc068e8ddfe6b25d692
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Core/Entities: Show destroy animation for creatures and totems.
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- Migrate boundary logic to Maps/AreaBoundary instead of having it sit in InstanceScript (to possibly allow use for other purposes).
- Implement the first five boundary types in Maps/AreaBoundary.cpp.
- Add boundary checks to Creature's update logic
- Add boundary data for all Northrend raids
- Add boundary initialization structures and methods to InstanceScript
- Modify EnterEvadeMode signature. It now passes a value from the EvadeReason enum as parameter to allow special casing depending on evade reason
- Remove previous (weird) boundary code that had them linked to GO spawns
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Now all pets and totems will have their proper die/destroy animation when killed.
Ported from MaNGOS.
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Core/Spells Implement SpellScript needed for Achievement The Turkinator
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Closes #12304
Closes #16183
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Closes #3997
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Removing hardcoded text from the core script and into the DB:
"I am ready for the illusion, Myranda."
This quest is 3.3.5 *only*. Removed in patch 4.0.3a.
Addendum: enum ILLUSION_GOSSIP = 4773 , instead of "magic number".
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Another attempt to shorten the list of hardcoded gossip menu options.
This is the gossip menu option of the NPC ID 28406, Death Knight Initiate
in Death's Breach in the Scarlet Enclave, the death knight starting area.
This gossip is tied to the quest "Death's Challenge".
Removing this text in the core script: "I challenge you, death knight!"
(#define GOSSIP_ACCEPT_DUEL) and using `ADD_GOSSIP_ITEM_DB()`
to pull the gossip_menu_option 9765 from the database instead.
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Getting rid of one more incorrect and hardcoded text
which now will be read correct and from the DB instead.
Wrong text: "Thanks, I'll follow you to the door." (core)
Correct text: "Please unlock the courtyard door." (DB)
Thanks to @Aokromes, @r00ty, @velinath, @Nayd, @Treeston, @Zedron
and lots of other regular TrinityCore developers and members for the
inspiration and motivation, as well as helpfulness along the way.
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