| Age | Commit message (Collapse) | Author |
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warlock's Improved Healthstone talent points.
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Fixes issue #519.
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Fixes issue #587.
Thanks kb_z for original patch.
Still some visual effect not working.
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-Implemented new scripts for Grand Champions, it includes vehicle fight (it is not 100 % done)
-Implemented more Vehicles Accessories. (related with the instance)
-Implemented basic support for event at spawn or dead from Boss Eadric/Paletress.
-Implemented basic support for event at spawn from Boss Black Knight.
For a complete fix see TDB forum > New Fix Submissions > Core related DB content.
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- fix adds spawn points.
- fix achievement Consumption Junction.
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full fix see TDB Forums New Fix Submissions > Core related DB content.
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Fixes issue #33.
- implement Dehydration achievement
- go frenzy at 25% health and no longer cast bubble
- loose health when water elements are killed (3%. may still need to be adjusted).
- use spawn loc for adds
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issue in previous patch.
- frost blast shall target MT in 25-mode only.
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Fixe issue #321.
- frost blast shall not target MT.
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Fixe issue #162.
- Add an repeating event for Frenzy, spell only lasts 10 minutes
- Added comments for missing texts
- Code style : Changed "return;"s to "break;"s in switch-case
- Code style : Move code of AI of Wrap Webs from mob_generic_creature.cpp into boss_maexxna.cpp file, since it belongs to the fight
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Fixe issue #176.
- fix timers
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Fixes issue #258.
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- fix event reset if wipe at a boss
- fix boss not random again after a wipe
- fix erekem guard handling
- fix portal random location
- fix save and load data
- fix world state display for wave count
- fix some timers
- fix mob_erekem_guard set on correct creature_template entry
Still WIP.
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Fixes issue #486.
Fixes issue #511.
- fix kel'thuzad not casting when entering phase 2.
- fix crash when casting Detonate Mana.
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-DB devs should stick with lootmode 2,4,8,16 for hardmode loots (use as bitmask)
-and lootmode 1 as default
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Fixes issue #448.
- implements achievements What the Eck? and Share The Love.
- Fix Impaling Charge used on aggro
- Fix reset of phase counter.
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Fixes issue #158.
- simplifies widow embrace handling
- Adds can only be mind controlled in 25man version
- Adds will be killed, if mind controlled and using Widows Embrace
- Adds will only cast Widows Embrace on death in 10man version
- implements Achievement Momma said knock you out
- Avoid greet yell for non-player units moving in line of sight
- update some timers.
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- fix handling of minions' list so the overcharge does not fail due to dead minion in the list.
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-should speed up building on linux systems
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Fixes issue 464.
- fix timers
- fix maximum number of spawn abomination or weaver
- fix kel'thuzad not attackable after reset.
- fix phase 3 start at 45%
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** It was wasting CPU power as cell-level locking is not needed.
** Our multithreading is on map-level, not cell-level.
** CellLock was just a 'proxy' between Cell and CellPair and in some cases carried redundant data.
** Some minor cleanup in Cell::Visit/Map::Visit.
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Fixes issue #440.
Fixes issue #441.
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Fixes issue #141.
Fixes issue #305.
- Fix some timers
- Implements Berserk ability after 10 minutes
- Fixed spawning method for Crypt Guardians
- Fix spawn of Corpse Scarabs on player or crypt guardian death.
- code cleanup
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Fixes issue #442.
Thanks JuliuSZS for pre-diagnose
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* A different solution to damage will be implemented
* You will need data from your DB provider if you don't have a backup
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- Stalagg and Feugen respawn if the other adds not dead within 5 sec.
- Thaddius start combat timers as soon as both are killed.
- Fix Thaddius flags after a crash
- Fix global variables used for adds alive flag.
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* Remove mindmg, maxdmg, attackpower and ranged field in creature_template and add Dmg_Mod, Rangeddmg_Mod field.
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Fixes issue #183.
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* When someone feels like coding it properly, it can be added back in.
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-added ScriptMgr for loading scripts
-removed bindings
-moved script system to src/game
-moved scripts to src/scripts
-VC project files updated
-cmakes updated (not 100% done yet)
NOTE to Devs:
-file locations changed
-precompiled renamed to ScriptedPch
-ecsort_ai renamed to ScriptedEscortAI
-follower_ai renamed to ScriptedFollowerAI
-guard_ai renamed to ScriptedGuardAI
-simple_ai renamed to ScriptedSimpleAI
-sc_creature renamed to ScriptedCreature
-sc_gossip renamed to ScriptedGossip
-sc_instance renamed to ScriptedInstance
*use the new headers in scripts, thank you
NOTE to ALL:
cmake not fully tested, please report any errors with it
could make creashes, incompability
USE AT YOUR OWN RISK before further tests!!
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