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path: root/src/game/Creature.cpp
AgeCommit message (Collapse)Author
2009-05-23*Fix a bug that player can change to an occupied seat on vehicle.megamage
*Load full creature data for vehicles. --HG-- branch : trunk
2009-05-21Mobs fleeing and getting assistance feature implementaion. Author: Neo2003megamage
--HG-- branch : trunk
2009-05-21[7860] Implement creature event ai ACTION_T_CALL_FOR_HELP for explicit call ↵megamage
for help in some script cases. Author: VladimirMangos --HG-- branch : trunk
2009-05-15*Merge.megamage
--HG-- branch : trunk
2009-05-14*Add some distance check functions. By VladimirMangos.megamage
--HG-- branch : trunk
2009-05-13*Process events for dead creatures. This allows delayed spells to work after ↵megamage
caster is dead. --HG-- branch : trunk
2009-05-13* avoid loot/exp when the mobs are killed by npc. Authore: KAPATEJIb @ ↵Muhaha
getmangos.org --HG-- branch : trunk
2009-05-11*Change waypoint data structure. Use creature db guid as path id. If a ↵megamage
creature uses waypoint movement as default movement type, the path id should be DBGUID*10. For paths of script use, the path id should be DBGUID*10+1 ~ DBGUID*10+9. *Two sql queries are included. Converter is used to convert the existing path id to new path id. "...creature_add..." is used to change table structure. You can first run the converter, then run the other one. Or run the other one directly and get the new data from the db team. Because it may take hours to run the converter. *If you have custom data, you may need to run the converter. We suggest you use console to run it It is extremely slow to run the query. If you have multiple paths for a creature in your db, you need to do more work to convert it. However, if you know how to use multiple paths, you should already have more db knowledge than I do and you should know how to convert it. *There may be a faster query to convert the db. If you know, please tell us. I am no sql expert. *Backup your db first! *Thanks to X-Savior and subhuman_bob. --HG-- branch : trunk
2009-05-09*Do not allow persistant auras from the same caster stack on target.megamage
--HG-- branch : trunk
2009-05-06*Fix broken instance scripts.megamage
--HG-- branch : trunk
2009-05-06*Update instance script functions.megamage
--HG-- branch : trunk
2009-05-03*Merge.megamage
--HG-- branch : trunk
2009-05-03*Only update object which are in world.megamage
--HG-- branch : trunk
2009-05-01*Merge.megamage
--HG-- branch : trunk
2009-05-01*Add some InstanceData functions to better handle instance doors.megamage
--HG-- branch : trunk
2009-04-29[7730] Some optimizantion and code style. Author: zhenyamegamage
--HG-- branch : trunk
2009-04-25*Fix the bug that neutural npc aggro players.megamage
*Fix build. --HG-- branch : trunk
2009-04-25*Add new eventAI action 105 call assistance. Param1 = radius.megamage
--HG-- branch : trunk
2009-04-23*Merge.megamage
--HG-- branch : trunk
2009-04-23*Do not let civilian aggro players.megamage
--HG-- branch : trunk
2009-04-20*Correct check range for totem area auras.QAston
--HG-- branch : trunk
2009-04-19* Tabs to spaces cleanupMachiavelli
--HG-- branch : trunk
2009-04-17*Merge.megamage
--HG-- branch : trunk
2009-04-16*Better names for var Modelid.Anubisss
--HG-- branch : trunk
2009-04-15*Merge.megamage
--HG-- branch : trunk
2009-04-15*Merge.megamage
--HG-- branch : trunk
2009-04-15Update to creature formations.raczman
This is a big merge, it may cause problems. Use with caution, report bugs. --HG-- branch : trunk
2009-04-14 [7666] For heroic mode creature use AIName from normal mode version in ↵megamage
same way as done for ScriptName. Author: VladimirMangos Also at creature templates loading check that AIName/ScriptName not set for heroic mode creature versions. --HG-- branch : trunk
2009-04-14Fix build on windows.raczman
--HG-- branch : trunk
2009-04-14Small update to creature respawn - by Iskanderraczman
--HG-- branch : trunk
2009-04-14Creature respawn linking, idea by Rat, wrote by Iskander, blessed by raczman.raczman
--HG-- branch : trunk
2009-04-13*Call new function InitializeAI() instead of Reset() to do one-time work.megamage
--HG-- branch : trunk
2009-04-13[7658] Drop dead code. Author: VladimirMangosmegamage
--HG-- branch : trunk
2009-04-11*Merge.megamage
--HG-- branch : trunk
2009-04-11*Add function GetPlayer and GetCreature for scripts. Please try to not use ↵megamage
GetUnit in the future. --HG-- branch : trunk
2009-04-10*Merge.megamage
--HG-- branch : trunk
2009-04-10*added creature extra flag No Crit (CREATURE_FLAG_EXTRA_NO_CRIT)Rat
*added function to disable reputation gained from monsters *tabs2spaces in affected files --HG-- branch : trunk
2009-04-07* Tabs to spaces -- using: perl -p -i -e "s/\t/ /g" *XTZGZoReX
--HG-- branch : trunk
2009-04-06*Update creature formation code.megamage
--HG-- branch : trunk
2009-04-06*CreatureGroups fixed and improoved. By TrullyONEmegamage
- Multimap support for instances added. - Removed redundant group checks. - New movement rules (bool group formed/dismissed added). - uint32 Creature::GroupID replaced with CreatureGroup pointer. --HG-- branch : trunk
2009-04-06*Update of aura system.QAston
--HG-- branch : trunk
2009-04-04*Merge.megamage
--HG-- branch : trunk
2009-04-04*Do not check formation for pet and summoned creatures.megamage
--HG-- branch : trunk
2009-03-31*Merge.megamage
--HG-- branch : trunk
2009-03-31*Do not call reset in construct funciton of script.megamage
*Add function doaction to safely pass parameters between scripts. --HG-- branch : trunk
2009-03-31*Try to fix crash.megamage
--HG-- branch : trunk
2009-03-28*Add new creature_template column VehicleIdmegamage
*Allow spawn vehicles *Make vehicles grid objects. --HG-- branch : trunk
2009-03-28*First remove object from world then unregister it. This may fix some crashes.megamage
--HG-- branch : trunk
2009-03-25*Merge.megamage
--HG-- branch : trunk
2009-03-25*Do not allow to add/remove obj to/from world more than once.megamage
--HG-- branch : trunk