| Age | Commit message (Collapse) | Author |
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- restore missing text lines for Sal'salabim and Raliq the Drunk
- replace hardcoded text with DB gossip ID enum sections
- move gossip ID, quest ID, spell ID (and so on) into enum
- remove core script for Ishanah, High Priestess of the Aldor
Closes #16684
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Solution (#16968)
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1) Gluth should be able to eat zombies close to him, one at the time, during the whole fight.
2) Gluth should be able to eat zombies at an accelerated rate after each Decimate.
3) The zombies should put the "Infected Wound" debuff on their auto-attack targets.
4) Zombies should have a normal threat table before decimate and should loose all kind of aggro behavior and walk toward Gluth after decimate.
5) Gluth shouldn't be affected by the decimate damage.
6) Newly poped zombies should have all players in their aggro list as soon as they spawn. So far, they were not moving and were only aggroed by proximity.
7) and several minor fixes (emotes, useless data in db).
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- Clean up of Unit::SetSpeed (mostly cherry picks from the 6.x branch):
- the opcode sent depends on the unit. until now, MSG_MOVE_SET_* were sent for every units which isn't like retail behavior.
- Removed the unused method parameter "forced" from Unit::SetSpeed
- Renamed Unit::SetSpeed to SetSpeedRate
- Removed the unused method parameter "forced" from Unit::UpdateSpeed
- Added utility method Unit::SetSpeed which take the new flat value.
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This is based on the cmangos fix https://github.com/cmangos/mangos-classic/commit/7556165b3e15f574602fcb0ea4188db8186ccee6
Also correct the spellId of Armageddon spell
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* Increases the build time because dependent projects can build
without waiting for the game project.
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other flyby
cameras (sunwell etc).
Requires re-running map extractor to extract camera m2 files from data
files. These are very small.
Closes #4755
Closes #16772
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* Finally this commit enables dynamic script hotswapping
and finished the PR #15671.
* Split the storage layout to use optimized storages
for database bound and unbound scripts.
* Add several unload workers to reload scripts correctly
-> Requires further investigation.
* Fixes memory leaks in ScriptMgr when dropping invalid scripts.
* Fixes VehicleScripts
* Makes OutdoorPvP scripts reloadable
* Makes InstanceMapScripts reloadable
* Makes CommandScripts reloadable
(cherry picked from commit 9cc97f226d79e8e0bbe1fdc386ec9f065c0a2226)
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* Makes it possible to define the linkage for every module
* Move the ScriptPCH into the root directory
* Changes the SCRIPTS cmake variable to a string type:
-> -DSCRIPTS=0 is -DSCRIPTS="minimal-static" now
(builds commands and spells statically)
-> -DSCRIPTS=1 is -DSCRIPTS="static" now
(builds all modules statically)
-> -DSCRIPTS="dynamic"
(builds all modules dynamically)
-> Also the default value which is provided by the SCRIPTS
variable is overwriteable through the SCRIPTS_COMMANDS,
SCRIPTS_SPELLS... variable.
(cherry picked from commit 848b8a4136a4b395bfab74899520c74812d7f08e)
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(cherry picked from commit 4710b1c8fe89e6cdd98f1a4645edd93d05033fa7)
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* Since those have nothing to do with core scripts and are
not wished inside the ScriptMgr
(cherry picked from commit 59e3cf82acaea5a0e5023e087e0ca1e6a9d15d82)
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(cherry picked from commit 4a3a178d7fe9d2d7e8fde2fe915cf5cec5223502)
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.account create command
(cherry picked from commit 4a679ba1be08e9302970cd7dc11fcc70e7fc4c91)
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differences between branches
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[3.3.5/6.x] Scripts/Spells: Add generic spell to handle ClearDebuffs spell
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actually completable.
Doing it in script instead of removing the flags from DB because I'm pretty sure that the DB flags are correct and there's some RP event missing before she becomes attackable.
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(cherry picked from commit 428908b8dbeee69f43e23a086f29d99bbdf05563)
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(cherry picked from commit 8a7ae9d16c7c834cd57064014ddcac359aa61c32)
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Thx @sirikfoll
SAI by @Keader
Closes #16703
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(partial cherry picked from commit 312e8509dddf910a5ab199d646c5a4d237d5fda9)
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* Removes the circular dependency between game <-> scripts
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Scripts/Commands: Modify ".debug anim" command to target any selected unit
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[3.3.5/Core/Scripts] Fix Living Constellation not activating during Algalon encounter
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- Option to preload basemaps upon server load (BaseMapLoadAllGrids)
- Option to preload instance maps upon map load (InstanceMapLoadAllGrids)
- Change default logging to only log mmap errors to server log
- Add new public to map to load all cells in map
- change debug loadcells to use new function instead
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* Also changed the way NonTankTargetSelector checks who is the tank.
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(cherry picked from commit 00b4e8b6cc65cb8b6d780b820fde0142ae492e78)
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(cherry picked from commit 9c99a1d0c7d802fdaf8f944f73aa7eb2a6560950)
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(refactoring)
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recent commit
Ref #16648
Closes #16751
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message if you care.
- Maexxna:
- No longer packages pets and returns them to sender. Web Wrap now only targets players.
- Heigan the Unclean: Ripped its guts out.
- Instance script hacks are gone.
- GO spawns (done using the time-honored TC tradition of "eh, this'll work") are gone. You could say I evacuated the dance floor.
- Sniffed spawns for all segments of the room. Because if you don't dance - well, you're no friends of mine.
- Loatheb:
- First spore now spawns properly after 18 seconds on 10-man (down from 36 seconds). Time between subsequent spawns is unchanged.
- Thaddius:
- Instance script hacks are gone. Again. Feels good man.
- Players no longer drop out of combat during the phase transition. Put your snacks away, this is supposed to be a tense situation!
- Thaddius will no longer savagely punish the main tank for stepping out of melee range for a fraction of a second by turning around and ball lightning-ing someone in the face. Typically a healer. He hates healers.
- Thaddius will instead take out his frustration on another melee range target if available by smacking them in the face with his fists. It hurts, but a Ball Lightning would've hurt more. Blame the tank.
- Feugen and Stalagg have been re-educated to improve their patience when a new target is flying towards them. They will no longer move while Magnetic Pull targets are mid-air, which should prevent them from running off their platform while the warrior helplessly flails trying to get them back.
- Instructor Razuvious:
- Razuvious has been informed that Rubik's Cubes become noticably easier to solve if you buy six-colored ones. Thus, he will no longer take out his frustration out on raid groups by throwing unsolved two-colored variants at them. Fixes and closes #14966.
- Death Knight Understudies will now realize that their situation is Hopeless even if they're currently mind controlled by a player. Apparently, if your situation is hopeless you take 5000% extra damage. No, that is supposed to be three zeroes.
- Gothik the Harvester:
- Gothik has been schooled in proper Shadow Bolt spamming etiquette and will now take a brief pause to catch a breath and recompose himself between bolts.
- The Four Horsemen:
- Will no longer stop and stare at the group sometimes when engaged instead of starting the encounter.
- Horsemen can no longer be affected by stun, snare and shackle (heh, yeah, you could totally shackle Baron Rivendare) effects. It's called "Four Horsemen" after all, not "Three Horsemen that never attack because their friend can't move".
- Sapphiron:
- When attempting to FREEZE THE BLOOD IN YOUR VEINS... Wait, no. Wrong boss. I was thinking of #16634.
- Anyways, when freezing people into an Ice Block, Sapphiron now takes care to actually place the block on top of the frozen player, even if they were moving or jumping when the bolt hit them. Yay for positioning clarity!
- Sapphiron has been sent to take multiple mandatory courses in "How to treat raid parties fairly while attempting to murder them" and will thus...
- ...now properly pause after taking off to allow players to get into position before smacking them with ice bolts
- ...no longer deal damage to players inside an Ice Block while they cannot fight back.
- Being forced to attend the courses mentioned above has led to a large amount of pent-up frustration, which Sapphiron relieves by quite forcefully flapping his wings during take-off. Players immediately below him are now properly knocked back.
- In addition, Kel'thuzad was sick of Sapphiron's continous pouting and allowed him to make Blizzard more malicious in exchange. Blizzard will now properly spawn near players and chase them down instead of pathing randomly.
- Also, tons of code style cleanups and hack removal that wasn't mentioned above. Read the diff if you really care.
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Make acessible all the info about current realm (e.g name) anywhere, not only realm id
Reduce the number of differences between the two branches
Original changes by Shauren
Partial port of bacc90b6baa34e6a194c93e5a7860d4041f08af7 and 63def8aa3291d0a6e5f83b289ad12c4c8a3cebd9
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Closes #16732
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waypoint commands
Updates #16732
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