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2017-08-30Core/Scripts: Add two missing overridesCarbenium
2017-08-27Core/Scripts: Typo fixKeader
2017-08-27Core/Script: Krick and Ick, fixed spell PursuitKeader
Close #2261
2017-08-27Core/Misc: random refactorsTreeston
2017-08-26Core/Spawn: Move spawn group state management from sObjectMgr to the Map ↵Treeston
object, which makes it actually function as intended with instances. Woops.
2017-08-24Scripts/AzjolNerub: minor correctionsccrs
ref #19072
2017-08-24Scripts/AzjolNerub: Fix some duplicate summons after JustAppeared changes. ↵Treeston
Closes #20183.
2017-08-21Core/Creature: regenerate healthccrs
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
2017-08-21Scripts/Commands: .npc delete and .gobj delete now work while the specified ↵Treeston
guid is despawned. Fixes #20145.
2017-08-21Scripts/Auchindoun: Fix a super edge case crash bug with GM far teleports ↵Treeston
during Blackheart's charm phase. Follow-up to d80d7c6.
2017-08-20Core/Scripts: Updated Razorscale to new registers modelKeader
* More codestyle fixes * Ty sirikfoll :)
2017-08-20Core/Razorscale: Codestyle UpdatesKeader
* Removing spelldifficulty_dbc to make portable to master * Updated to new Spell/Aurascript model
2017-08-20Scripts/Naxxramas: Fix Heigan the Unclean eruption event (#20129)Foereaper
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.
2017-08-17Core/Scripts: More fixes in boss Lich King (#20147)Gustavo
* 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.
2017-08-11Core/Misc: Remove Whitespacessirikfoll
2017-08-12Core/Movement: waypoint movement (#20121)ccrs
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)
2017-08-08Core/Scripts: Rewrite Boss Kalecgos (Sunwell Plateau) (#19897)Gustavo
* 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
2017-08-08Scripts/ICC: Minor Fixes for Lich King (#20120)Demonid
- 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
2017-08-07Core/Scripts: Razorscale Rewrite (#19828)Keader
#MakeUlduarGreatAgain
2017-08-06Core/Scripts: dynamic_spawning follow-up, I had forgotten JustRespawned existed.Treeston
- 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.
2017-08-02Scripts/Commands: Fix some quirkiness and potential crashes with live DB ↵Treeston
modification commands (npc move and npc delete), which are horrible and should be deleted anyway. Fixes #20104.
2017-08-01more unneeded checks (follow-up 3b02029)Treeston
2017-08-01remove an unused variable (follow-up fcd6fe0)Treeston
2017-08-01Scripts/Commands: New utility command: .list spawnpoints.Treeston
(I just needed it for dynspawn follow-up work, really.)
2017-07-31NoPCH Build fixAokromes
2017-07-31Dynamic Creature/Go spawning:r00ty-tc
- 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.
2017-07-25Scripts/IcecrownCitadel: Prevent players from becoming inaccessible when ↵Treeston
killed by Lord Marrowgar's Impale spell (the initial damage, not the DoT). Also fix the underlying bug in vehicle logic.
2017-07-21Core/PlayerAI: Some adjustments:Treeston
- 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).
2017-07-21Core/Unit: For convenience, explicitly redirect CastSpell with nullptr as ↵Treeston
first argument to the Unit* overloads. No more ->CastSpell((Unit*)nullptr, ...) all over the place!
2017-07-21nopch fixTreeston
2017-07-21Scripts/Auchindoun: Last one, hopefully. Remove reliance on large grid ↵Treeston
searchers by integrating with instance script.
2017-07-21Scripts/Auchindoun: Blackheart the Inciter fully fixed now. I had way too ↵Treeston
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.
2017-07-21nopch fix 2Treeston
2017-07-21nopch fixTreeston
2017-07-21Scripts/Auchindoun: Replace the Blackheart the Inciter hack-filled script ↵Treeston
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.
2017-07-20Scripts/Spell: Port spell_generic.cpp to new script registration syntax ↵Treeston
wherever possible. No actual changes in functionality. (fb87ac8 follow-up)
2017-07-20Scripts/Item: Port spell_item.cpp scripts to new script registration syntax ↵Treeston
wherever possible. No actual changes in functionality. (fb87ac8 follow-up)
2017-07-20Core/Scripts: Implement generic script loaders (and script registry macros) ↵treeston
to greatly reduce code duplication (#19526) (cherry-picked from commit a9174d5).
2017-07-18Scripts/Item: Change Nitro -> Boosts <- to use the correct knockup effect ↵treeston
for their backfire. Also, script that knockup effect to work properly ("usually" deploy a rescue parachute).
2017-07-18Scripits/Item: Nitro. BOOSTS.treeston
2017-07-18Scripts/Item: Fix Nitro Boosts to only fail in flyable areas. Also, it's ↵treeston
called nitro _boosts_. Not _boots_. Nitro _boosts_.
2017-07-17Revert "Scripts/Commands: Fix a potential crash when summoning players that ↵treeston
are just logging on." - the check was unnecessary (already done in extractPlayerTarget). This reverts commit 05cdcdb230a9d69f8ad8f2af696f452151a1c364.
2017-07-17Scripts/Commands: Fix a potential crash when summoning players that are just ↵treeston
logging on.
2017-07-16Core/Misc: Fix static analysis issuesjackpoz
2017-07-15Core/Misc: Fix static analysis issuesjackpoz
2017-07-15Core/Misc: Fix static analysis issuesjackpoz
2017-07-15Scripts/Commands: Fix a crash on summon when no group is avaible (#20029)Regigicas
Closes #20027
2017-07-11Some more script adjustments ported from #19930.treeston
2017-07-09Hi, I'm Treeston, and welcome to Combat PR Prep Refactors.treeston
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;
2017-07-08Build fixKeader