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2018-01-16Scripts/Pit of Saron: Tyrannus followupKeader
fix new issue caused by 947cb6a453892c6002738b424d66ca19c102a533
2018-01-16Scripts/Pit of Saron: Fixed Tyrannus not working after evadeKeader
2018-01-15Scripts/Trial Of The Crusader: Lord Jaraxxus rework (#21216)Keader
2018-01-14Core/Scripts: fix static analysis issueariel-
CID 1384439
2018-01-14Core/Entities: implement secondary damage for some weapons and removal of ↵ariel-
old voodoo - Fixed correct Retaliation damage spell according to sniffs is 20240 - CalcArmorReducedDamage insisted on dealing a minimum of 1 damage even if damage was 0 - CalculateDamage was zero-phobic too: it defaulted to arbitrary max 5 damage Closes #19081
2018-01-13Core/Scripts: fix Sanctified Wrathariel-
2018-01-13Core/Spell: SpellValueOverrides encapsulationariel-
- No sense to let scripts use SpellValueOverrides, we already have modifiers in CastSpellExtraArgs struct
2018-01-13Core: fix non pch build, reduxariel-
2018-01-13fix non pchKittnz
2018-01-13Scripts/EasternKingdoms: implement Children of Goldshire event (#20745)Kittnz
* Script: Implement Childeren of Goldshire Notes: Need to update waypoints and default location of the childeren http://wowwiki.wikia.com/wiki/Children_of_Goldshire
2018-01-13Core/Auras: removed caster dependency from coreariel-
- Decoupled Unit logic: split of spell critical chance into done (caster bonuses) and taken (target bonuses), this allows to precalculate caster bonuses on aura apply and then check victim's auras on damage/healing calc - Made static a bunch of methods (they no longer have this pointer because they are now called from periodic handlers which may or may not have an active caster in world) - Simplified all AuraEffect bonuses into AuraEffect::_amount, no more duplicated code - Critical chance and whether or not caster is player owned unit (for resilience calcs) is now saved one level upper, on Aura itself (it's impossible as of 3.3.5 to have different effects with different critical chances) - Minor cleanup of SPELL_DAMAGE_CLASS_NONE and Arcane Potency (#18813) crit handling Closes #19876
2018-01-12Scripts/Outland: Implement Hellfire event in Honor Hold (#21110)Kittnz
* Script/Outland: Implement Hellfire event in Honor Hold This is hourly, event is only 60 seconds long.
2018-01-12Core/Misc: kill whitespaceariel-
2018-01-09Scripts/World: New target dummy AI, because I don't trust the existing one ↵Treeston
in light of #21187.
2018-01-09nopch fixTreeston
2018-01-09missing returnTreeston
2018-01-09Scripts/Commands: New command: .debug threatinfoTreeston
2018-01-079ad11e6 follow-up, prevent Halion respawn without lootTreeston
tagging #21198
2018-01-07typo fixTreeston
2018-01-07Core/Threat: Fix a potential exploit allowing players to damage a boss ↵Treeston
without them taking damage. Scripts/Halion: General cleanup of old hacks no longer needed under new combat system.
2018-01-07Core/Map: New Map::ForceRespawn to override objections and force a respawn ↵Treeston
(equivalent to force = true). Use this to fix various GM commands. Scripts/Valithria: Fix an issue that could get the encounter stuck in an unloaded state.
2018-01-06Revert "Scripts/Commands: Allow to use .tele in combat only to GMs"Treeston
This reverts commit 3ae5b72075925f896c53603c26b2aa0dd7708fbf - see discussion on commit.
2018-01-06Core/Misc: Added compatibility layer for boost 1.66 and future std:: ↵Shauren
networking stuff * Based on work done by @dimiandre in PR #21173 Closes #21171 Closes #21173 (cherry picked from commit dfd2660a85e4f0891c63009ee8425b2796586409)
2018-01-06Scripts/Commands: Allow to use .tele in combat only to GMsjackpoz
Allow to use .tele in combat only to players who can be GMs (even if they have .gm off)
2018-01-06Core/Combat: Some more sanity check asserts to try and track down #21187.Treeston
Also, some anti-annoyance treatment for dot tele.
2018-01-04Core/Map: Fix a crash that could happen if a player moved very far away from ↵Treeston
a creature they were in combat with. Closes #21177.
2018-01-04MovementInform should overridesMoein
2018-01-04Core/Misc: A variety of clean-up changes, mostly following up on 532ab1c to ↵Treeston
fix legacy bugs exposed by it: - Triggers can no longer have a threat list (this may expose some ugliness in old legacy scripts) - Threat entries are forced to OFFLINE if the AI refuses to attack the target - Clean up passive creature evade behavior to be more consistent - Fix a months old issue in spawn group management that would cause "Inactive" to incorrectly show in .list respawns for system groups outside of map 0 - Valithria script cleanups, remove old hacks and make it work with the new system. Closes #21174. - Some strings cleanup
2018-01-03Core: Combat/threat system rewrite (PR #19930)Treeston
- PvE combat is now always mutual. UNIT_FLAG_IN_COMBAT is backed by actual references to the units we're in combat with. - PvP combat is now also tracked, and almost always mutual; spells like Vanish and Feign Death can break this rule. That means we can easily determine a list of players we're fighting. - By extension, IsInCombatWith now has sensible behavior when invoked on nonplayers. - Threat and combat systems are no longer the same. - They still have an enforced relationship (threat implies combat - clearing combat clears threat)... - ...but we can have combat without threat. A creature (with threat list) isn't considered to be engaged until it has an entry on its threat list... - ...which means we can now faithfully replicate retail engage behavior. Combat on projectile launch - engagement start on projectile impact. Yay for progress! - AI method refactor, as already ported in 6113b9d - `JustEngagedWith`, `JustEnteredCombat` and `JustExitedCombat`. - Vehicle threat is now properly pooled on the main vehicle body (fixes #16542). - Various edge case bug fixes for threat redirects (Misdirection "cancelling" Vigilance and similar). - Target re-selection is now significantly faster. - Fixed a ton of other smaller edge case bugs, probably. Closes #7951 and #19998.
2018-01-02missing overrideTreeston
2018-01-02Scripts/ZulGurub: Fix an issue that was causing Bloodlord Mandokir to keep ↵Treeston
casting Frenzy after a wipe despite Oghan being alive. Closes #21158.
2018-01-02Core/Scripts: fix Millhouse Manastorm resetting dialogs after Skyriss encounterariel-
Closes #21159
2018-01-02Core/Scripts: cast "Trial of the Naaru: Tenacity" credit spell when criteria ↵ariel-
is achieved Closes #21155
2018-01-02Core/Scripts: fixed npc immunity flags during Harbinger Skyriss encounterariel-
- Added missing _Reset - Properly register Skyriss summons in SummonList Closes #21154 Who ordered up an extra large can of whoop-ass?
2018-01-02Core/Scripts: Implemented Shifting Naaru Sliverariel-
2018-01-02Core/Scripts: fix issues with 'Squeeze' on Yogg-Saron encounterariel-
- Unassigned spell script for 25-man difficulty - Didn't remove aura on 25-man when tentacle killed
2018-01-02Scripts: Fixed typojoschiwald
thanks @shenhuyong
2018-01-01nopch fix 2 for d507a7eTreeston
2018-01-01Update copyright note for 2018tkrokli
Best wishes for the new year.
2017-12-31Core/Misc: Removed unneeded checksjackpoz
2017-12-31Core/AI: Some more refactoring prep for #19930. CreatureAI::EnterCombat is ↵Treeston
now called CreatureAI::JustEngagedWith. There's also two new methods on UnitAI, though they're never invoked right now.
2017-12-30nopch fixTreeston
2017-12-30[3.3.5] CastSpell unclusterfucking (that's a word now) (#21123)Treeston
Core/Spell: The giant CastSpell unclusterfucking (that's a word now) of this generation. - CastSpell now always takes three arguments - target, spellId, and a struct containing extra arguments - This struct (CastSpellExtraArgs, see SpellDefines.h) serves as a conglomerate of every previous combination of the 20 billion different CastSpell overloads, all merged into one - It has some great utility constructors - check them out! All of these can be used to implicitly construct the ExtraArgs object. - A gajillion refactors to make everything behave the way it always has
2017-12-29Core/Entities: Fix some weird movement due to los issues (#21125)Jeremy
* Core/Entities: Fix some weird movement due to los issues - Made LoS check use collisionHeight instead of midsection. Value was too low. - Gnomes will now have a breath bar more quickly than for example a tauren. - Changes have been made to checking for ground z as well, some tweeking might be needed but removed most of the scattered +2.0f/+0.5f/we * Add 0.05f to isInAir check in Creature::UpdateMovementFlags
2017-12-29Core/Scripts: fix codestyleariel-
2017-12-29Core/Commands: Fix .modify mount (#21137)Rochet2
2017-12-29Core/Scripts: Val'anyr Hammer of Ancient Kings should proc only with ↵Keader
effective heal
2017-12-28Core/Scripts: prevent applying Aspect of the Beast on pet load if owner has ↵ariel-
switched aspects
2017-12-28Core/Scripts: remove Quel'Delar from player inventory during "The Halls Of ↵ariel-
Reflection" quests (24480, 24561)
2017-12-28Core/Scripts: prevent Arthas in CoS losing his gossip flag and halting ↵ariel-
instance progress