| Age | Commit message (Collapse) | Author |
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fix new issue caused by 947cb6a453892c6002738b424d66ca19c102a533
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CID 1384439
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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
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- No sense to let scripts use SpellValueOverrides, we already have modifiers in CastSpellExtraArgs struct
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* Script: Implement Childeren of Goldshire
Notes: Need to update waypoints and default location of the childeren
http://wowwiki.wikia.com/wiki/Children_of_Goldshire
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- 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
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* Script/Outland: Implement Hellfire event in Honor Hold
This is hourly, event is only 60 seconds long.
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in light of #21187.
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tagging #21198
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without them taking damage.
Scripts/Halion: General cleanup of old hacks no longer needed under new combat system.
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(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.
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This reverts commit 3ae5b72075925f896c53603c26b2aa0dd7708fbf - see discussion on commit.
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networking stuff
* Based on work done by @dimiandre in PR #21173
Closes #21171
Closes #21173
(cherry picked from commit dfd2660a85e4f0891c63009ee8425b2796586409)
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Allow to use .tele in combat only to players who can be GMs (even if they have .gm off)
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Also, some anti-annoyance treatment for dot tele.
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a creature they were in combat with. Closes #21177.
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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
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- 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.
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casting Frenzy after a wipe despite Oghan being alive. Closes #21158.
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Closes #21159
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is achieved
Closes #21155
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- Added missing _Reset
- Properly register Skyriss summons in SummonList
Closes #21154
Who ordered up an extra large can of whoop-ass?
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- Unassigned spell script for 25-man difficulty
- Didn't remove aura on 25-man when tentacle killed
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thanks @shenhuyong
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Best wishes for the new year.
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now called CreatureAI::JustEngagedWith. There's also two new methods on UnitAI, though they're never invoked right now.
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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
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* 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
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effective heal
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switched aspects
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Reflection" quests (24480, 24561)
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instance progress
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