| Age | Commit message (Collapse) | Author |
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from trying to use this flag to root a creature leaving them wondering why it doesn't do anything
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`graveyard_zone`
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Closes #17166
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* Blazing Speed (Mage)
* Blessed Recovery (Priest)
* Druid Forms Trinket
* Idol Of Mutilation
* Nature's Guardian (Shaman)
* Nether Protection (Warlock)
* Piercing Shots and Bonus 4P T9 Hunter
* Lightning Shield (Shaman)
* Acclimation (DK)
* Move DK T10 4P Melee Bonus
* Move DK Improved Blood Presence triggered heal (DK)
* Rogue T10 2P Bonus
* Illumination (Paladin)
* Soul Preserver
* Death Choice trinket
* stack trinket scripts (ToC25 Caster Trinket, Lightning Capacitor, Thunder Capacitor)
* Battle Experience (ICC - Gunship)
* Blood Reserve (enchant proc)
* Darkmoon Card Greatness
* Charm of the Amani Witch Doctor
* Mana Drain
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Coverity defect ID: 1355241
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- Moves to own class for reading, storage and player subclass
- Proper destruction handling for player (ensure cinematic is ended)
- Timeout for cinematic if it reaches past the end without completing
- boost::filesystem::path used for path/filename transform
- Correct for assert trigger under certain circumstances
- Other changes previously suggested
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- .debug hostil now shows spawn ID (DBGUID) in addition to current GUID (so you can .go creature to it)
- .npc temp now takes an additional argument before the creature entry that determines whether the spawned creature instantly despawns upon death. Default is instant despawn (current behavior).
- Add .npc evade command.
- Add .pet level command.
- .server shutdown and .server restart now fail with an error message if time is below a config var (GM.ForceShutdownThreshold, default 30s) as long as another player is connected.
- New commands .server shutdown force and .server restart force bypass this limitation.
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Script/SWP Full rework of the M'uru encounter
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[3.3.5][6.x] Core/Battleground Script for Isle of Conquest Bosses
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by @gerripeach
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(cherry picked from commit b29005925edeeda313d81a69873f59c5007287d2)
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(cherry picked from commit a3b4c40073ec50a9e65eff8ae3b2799c5e42d326)
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shutdown to take another parameter structure:
e.g.:
* .server idlerestart 12d3h13m13s
* .server idleshutdown 46m13s
* .server restart 45h56m
* .server shutdown 323m42s
(cherry picked from commit 0940f3e0776b58bd7abad472347da7d0dea2ac50)
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all other ice tombs too
Closes #7808
Merges #16863
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- remove hardcoded text from script npc_beaten_corpse
- remove OnGossipHello() hook, gossip text moved to DB
- use sGossipSelect() hook instead of OnGossipSelect()
- add npc_text 3557 and 3558 as text_id to gossip_menu
- add gossip_menu_option 2871 to NPC 10668 Beaten Corpse
- add condition for gossip_menu_option 2871 in Quest ID 4921
Tested on 4 different characters/classes, male & female.
Thanks to joschiwald for the sGossipSelect() script change.
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(cherry picked from commit 71a7f96e22a68654edd66ccdb5f6202dec4dfd2c)
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Closes #17049
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* Removed a chunk of duplicate code
* Generalized Message notification
* Generalized checking of resources modification with a min-max
* Generalized checking of single value modification
* Closes #16858
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(cherry picked from commit 3ac33163db2786cbd18f2158fc81d6ea9fa66316)
# Conflicts:
# src/server/game/Server/Protocol/PacketLog.cpp
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SFMT random generator
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* Closes #16640
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#Closes 16866
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(cherry picked from commit aac868a6d9d495ab145a769868c1a6c2aead8f65)
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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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