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* Core/Scripts: Boss Amanitar rewrite
Fixes mushrooms behavior, correct and script his spell, size, spawn positions, despawn and respawn, and everything else
Fixes Mini spell cast(only re-cast if there is at least one person without the debuff)
Corrects boss initial position
Updates script register model
(cherry picked from commit 0b766db6a41a4db0d631e36fcc753c658b746328)
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* Core/Scripts: Boss Jedoga Shadowseeker rewrite
Added all missing spells and visuals
Added Twilight volunteers in the fight
Fixed Jedoga Controller's behavior, mostly moved to boss_prince_taldaram, where they belong
Updated script register model
Misc updates and improvements
Updated instance model
(cherry picked from commit f1ff7e642f8feb027d668a53adc39ecaa7488cc2)
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Update script register model
Fix number os Mole Machine spell targets
Fix Mole Machine timer
Fix minions summon
(cherry picked from commit 05a101881cc58cd10483002f8ba0576c4b09f57d)
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port
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(cherry picked from commit 971ed856a49dc56ea33d9a0779b1386eea5cd3ca)
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(cherry picked from commit 49daef4b77baca7266e9a0ea7c916318ba6af6b0)
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dungeon during the Patchwerk encounter (tagging #20247)
(cherry picked from commit 50e8de103b65be3addb1f0fefb4ed4bf13d5a30a)
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(cherry picked from commit c9ac68d6e36dcb5ad4e80a2389420e8a8a0f810b)
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(cherry picked from commit f67c6a5a1297a2b65a948c6c4108acc76bc41888)
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followup 52ad0c9e5c65a4add7dbcd9fac74c505aaa5b1cf
checked in sniffs, only ick add threat in target, wrong call in original script (why o keep it? o.o)
(cherry picked from commit f86b4e45e55124a38f668fb312925afb2c2eb16f)
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(cherry picked from commit 45cb8c90e925580be41393e7647067d27a3e75c7)
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(cherry picked from commit 72aa03441f451c05f1a24415124e1ed32519fdde)
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Close #2261
(cherry picked from commit 52ad0c9e5c65a4add7dbcd9fac74c505aaa5b1cf)
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(cherry picked from commit 37dff2b7a1850f9f751c472e277277305a660229)
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object, which makes it actually function as intended with instances. Woops.
(cherry picked from commit f279207d482b886fc8b049e94b46653325ec4d2d)
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ref #19072
(cherry picked from commit 80a8867332461f4afd6f85fc41af689bc5e38466)
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Closes #20183.
(cherry picked from commit dcc3cd21e8d00b93ea28d1274d7eab25f62fdbb4)
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There are three possible scenarios regarding regenerating health
- db lock and curhealth set to > 0
- db lock and curhealth set to 0
- dynamic lock (set in scripts and such) overriding db lock
(cherry picked from commit 91c0d49c188977c3d797f5749b1204612ce50195)
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guid is despawned. Fixes #20145.
(cherry picked from commit cac99beffd66218c6cbdd873d4a90461d04b25c4)
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during Blackheart's charm phase. Follow-up to d80d7c6.
(cherry picked from commit 165bc028893a1971d4c75b146e3cd3ce92f13982)
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* More codestyle fixes
* Ty sirikfoll :)
(cherry picked from commit 76fc9ed6356ca34a603d4c716d2850b5b15a4164)
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* Removing spelldifficulty_dbc to make portable to master
* Updated to new Spell/Aurascript model
(cherry picked from commit 203c5f705806f6f39a8392c3164ff04fc5415d58)
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By scheduling the eruption event without cancelling the previously registered eruption events, Heigan's eruption (or dance) would overlap and cause a runaway scenario, where eruptions would not follow a proper timer.
By using Reschedule and not locking the Eruption event to the fighting phase, the dance now works as intended.
(cherry picked from commit 6f4492bc61f0883df7dac81ef6235a1cb7299bc7)
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* Core/Scripts: More fixes in boss Lich King
Fix Valkyr charge spell, they will no longer ignore Z position and become unreachable.
Correct height of Spirit Bomb and added the 3 seconds delay on his explosion.
Set the Trigger inside frostmourne room as active, to avoid problems with reseting the room, e.g: Spirit Bombs not despawning and Wicked Spirits stuck in evade.
Use correct InhabitType for Wicked and Vile Spirits, this avoid a situation where they could spawn falling.
(cherry picked from commit 22a7956069c293a3f8eab8adcd84a9f4703f364a)
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(cherry picked from commit e2565c2597a72ea7868eef3156014dc3a83c058f)
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Following the work done in #19361 this is the cleanup and improvement of the related logic of waypoint management.
Ref 28050f3 #18020
(taking the good parts and ignoring the incomplete work)
(cherry picked from commit 7fff83d67526efff63867d41b9e036a19a9287b3)
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* Core/Scripts: Rewrite Boss Kalecgos (Sunwell Plateau)
Scripted all spells
Corrected behavior of Spectral Blast and Curse of Boundless Agony
Removed wrong wipe behavior
Fix problem where bosses would be stuck with banish
Added Boundaries
Corrected texts
Removed old hacks
Other minor fixes
(cherry picked from commit e9cd7af2dfcb7948f27e83e73398da0086190aab)
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- Fixed Shadow Trap and Defile Targets
- Fixed Shadow Trap Summon Delay and Duration
- Fixed Berserk Timer (15 Minutes)
- Fixed Shadow Trap Despawn when Snowstorm starts
(cherry picked from commit 9fa68855d7d0d5f37112ce21c919a16ed8724ac2)
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(cherry picked from commit d825a068300224498a3613299d15a70323af9b73)
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- Rename JustRespawned to JustAppeared, which better matches its behavior anyway.
- Properly invoke JustAppeared for new (re-)spawns - fixes #20111.
- Fix Thaddius script to work with dynamic_spawning (mostly unrelated to the above) - Feugen/Stalagg should really be a summon group, but I don't have time to fix that right now.
- Fix default value for DynamicEscortNPC to match worldserver.conf.dist.
(cherry picked from commit 184c45cfe0fbe4f3e4fb701f0f99994df98bdc8a)
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modification commands (npc move and npc delete), which are horrible and should be deleted anyway.
Fixes #20104.
(cherry picked from commit 759357049cdbe9a2f97bbab6e61299cd65ba1bec)
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(I just needed it for dynspawn follow-up work, really.)
(cherry picked from commit fcd6fe0aac0b906e2cf8e2379d94a7d73384c160)
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- True blizzlike creature spawn/respawn behavior - new creature = new object
- Toggleable spawn groups (with C++/SAI/command options to use them)
- Custom feature: dynamic spawn rate scaling. Accelerates respawn rate based on players in the zone.
- Backward compatibility mode (set via group and for summons)
to support creatures/gos that currently don't work well with this
(this should be removed once the exceptions are fixed)
Fixes and closes #2858
Tags #8661 as fixable.
Fixes and closes #13787
Fixes #15222.
(cherry picked from commit 59db2eeea0a35028779fd76372ae06cc98c8086f)
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killed by Lord Marrowgar's Impale spell (the initial damage, not the DoT). Also fix the underlying bug in vehicle logic.
(cherry picked from commit 7cbb6c101e975a046b95aeb5dd68d75d016f67a5)
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- Add a 2 second delay before the AI begins using spells. This should provide opportunity for counterplay before that rogue activates cloak and goes on an unstoppable rampage among your healers. (Sorry, guys.)
- Stopped the AI from attacking invalid targets under some conditions. It should now properly leash back and follow the charmer if we try to select an invalid target.
- Stopped the AI from constantly re-creating the follow movement generator (and thus spamming movesplines).
(cherry picked from commit 331e463de83e4ea13935773f992b32733272d263)
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searchers by integrating with instance script.
(cherry picked from commit d80d7c6685b8a52d5ff7c2a3fade728b91c17eb4)
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much fun with this one.
Two points of note:
1) Spawning 5 invisible triggers with 5 distinct factions which then MC one target each? Biggest. Hack. Ever. Best part? It's blizzlike.
2) For over ten years, I thought it was spelled "Auchinodoun". It's not. It's spelled "Auchindoun". TIL.
(cherry picked from commit 04dc47e7e28a26cf027a5bb5c1a3ebf685861325)
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with a slightly less hack-filled script that actually mostly works. This should at least make the boss encounter possible to complete. No claims to correctness, of course.
(cherry picked from commit a38141fd6c3a5cc40732af82edd22605e3f67a71)
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wherever possible. No actual changes in functionality. (fb87ac8 follow-up)
(cherry picked from commit 49aa8a2e59b8873da109638cd7dbe24ef359f0ce)
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wherever possible. No actual changes in functionality. (fb87ac8 follow-up)
(cherry picked from commit 37f59f8850d678b8c44710415e7431492c8526f2)
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for their backfire. Also, script that knockup effect to work properly ("usually" deploy a rescue parachute).
(cherry picked from commit 02b1d8bb484ed82be055438cd2bac1db5f18a101)
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(cherry picked from commit 125127ea73a68b6da8d1ba631539a9ebffd2c471)
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called nitro _boosts_. Not _boots_. Nitro _boosts_.
(cherry picked from commit f953d8596091cf70aab308a2c80ebdfa443b4723)
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(cherry picked from commit b2a341df6efc099c35b436e1ec8eedd1632433d7)
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Closes #20027
(cherry picked from commit d9c83a6c0143b17286f853f8b81e3dc6fd86642d)
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(cherry picked from commit 3f8c0cb446327061c4d5ba06e72044fb8308f694)
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Today, we're moving UNIT_FLAG_IMMUNE_TO_PC and UNIT_FLAG_IMMUNE_TO_NPC to higher-level abstraction so combat manager can react to it.
New methods on Unit:
- void SetImmuneTo<All/PC/NPC>(apply, keepCombat = false);
- bool IsImmuneTo<All/PC/NPC>() const;
(cherry picked from commit 74af880217fc567c9949d7557408718af889402f)
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(cherry picked from commit 3aadb72eaad2d0316365a39b5c448718052d6e36)
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Followup 0048d4b618e6503a5f1607f3503fcf2d48e6a385
Closes #17419
(cherry picked from commit e254ebebbead52d930e0ebdc425d9a0275b56667)
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