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- If a GO template (type 3 and 25) has at least one spawn and a data1 set to a lootid, then error. If no spawns, silently ignore.
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- Load GO even if it has no displayid - while it's wrong, it's not something that'll kill the client anyway.
- Don't warn about non-existing loot templates for GOs - this is to allow some WDB data to be filled in (GOs that have no spawns and thus no gameobject_loot_template entries).
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* quest start.
* Patch by Kudlaty -- THANK YOU!
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* Store loot in mail_loot_template indexed by mail template ids.
* Implement proper creating mail text copy item from mail template based mail.
* Move send functions to new MailDraft class from WorldSession.
* Implement mails sending at player levelup.
* Autor VladimirMangos, converted by me.
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LootTemplate::LooutGroup::Process.
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Closes #398
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basepoints2 and edited some spell cases to use these instead of more hacky custom methods..)
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*Little bit of cleanup
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one item drops, as a second roll is never performed. Based on code by elegos.
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*Cleanup, and convert npc_innkeeper.cpp back to ANSI from UTF-8 (was causing *nix compile issues apparently)
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boss_sartharion.cpp. Requires database support.
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some other cleanups by hand)
*Fix a possible crash in Spell::DoAllEffectOnTarget
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* Implement use `consumable` field in gameobject template for gameobject required explcit despawn at use.
* Move gameobject template fields cech function from Gameobject to gameobject template class, and update callers.
* Cast spells at gameobject use with gameobject guid as original caster guid, as already used in some other cases. (skipped)
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Adds new fields gender, level, xp, money, playerBytes, playerBytes2 and playerFlags to characters table.
The update will not work if your database contains characters with an old data field (not fitting to the actual client version).
It's recommended to backup your character database before applying this patch.
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[8070] Restore spell casting loot items and recipes.
* SPELL_EFFECT_OPEN_LOCK_ITEM (59) effect removed in 3.1.3
* It replaced by SPELL_EFFECT_CREATE_RANDOM_ITEM (59), random item without
template replace spells like clam loot spells)
Used by spells that use before SPELL_EFFECT_CREATE_ITEM_2 (157) with
itemtype==0
Note: required DB support in `spell_loot_termplate` Author: VladimirMangos
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better fit to current table use. Author: VladimirMangos
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VladimirMangos
* Implement support achievements with refAchievement field != 0, that have criterias stored in achievement refAchievement.
* Implement support achievement complete req. with specific count of completed critirias.
* Avoid full achievement list scan at search achievement associated with criteria.
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VladimirMangos
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** LogTime and LogColors config options removed due to incompatibility.
** Old file logging still available.
** Totally redone the Log class.
** Config options added: EnableLogDB, DBLogLevel, LogDB.Char, LogDB.RA, LogDB.GM -- remember to update config file.
** SQL updates attached.
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better report for this case. Author: VladimirMangos
Also optimize strcture LootStoreItem that let use 4 byte for loot template element in memory instead 5 bytes.
But limit group id to 127 max value. Check this at loading.
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templates DB tables.. Author: VladimirMangos
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For grouped loot use rates create problems with impossibility loot some items including quest items.
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Player::AutoStoreLoot. Author: VladimirMangos
Use this function in more cases and simplify and fix some related code.
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* Move not-normal loot tables generation in single place (Loot::FillLoot function) for group and non group case.
* Simplify LootView code.
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SPELL_EFFECT_CREATE_ITEM_2 (157) and itemType==0. Author: VladimirMangos
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(157) and itemType==0. Author: VladimirMangos
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* Changed mangos website
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convert all files at once
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player in case groupped loot. By VladimirMangos.
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