| Age | Commit message (Collapse) | Author |
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Close #2261
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object, which makes it actually function as intended with instances. Woops.
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ref #19072
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Closes #20183.
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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
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guid is despawned. Fixes #20145.
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during Blackheart's charm phase. Follow-up to d80d7c6.
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* More codestyle fixes
* Ty sirikfoll :)
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* Removing spelldifficulty_dbc to make portable to master
* Updated to new Spell/Aurascript model
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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.
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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.
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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)
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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
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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
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#MakeUlduarGreatAgain
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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.
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modification commands (npc move and npc delete), which are horrible and should be deleted anyway.
Fixes #20104.
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(I just needed it for dynspawn follow-up work, really.)
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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.
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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.
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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).
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first argument to the Unit* overloads. No more ->CastSpell((Unit*)nullptr, ...) all over the place!
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searchers by integrating with instance script.
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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.
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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.
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wherever possible. No actual changes in functionality. (fb87ac8 follow-up)
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wherever possible. No actual changes in functionality. (fb87ac8 follow-up)
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to greatly reduce code duplication (#19526) (cherry-picked from commit a9174d5).
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for their backfire. Also, script that knockup effect to work properly ("usually" deploy a rescue parachute).
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called nitro _boosts_. Not _boots_. Nitro _boosts_.
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are just logging on." - the check was unnecessary (already done in extractPlayerTarget).
This reverts commit 05cdcdb230a9d69f8ad8f2af696f452151a1c364.
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logging on.
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Closes #20027
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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;
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