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- Debuff used to prevent multiple priests chaining 40% heal buff (Guardian Spirit)
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predictedpower flag
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Closes #21597
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and player deathstate
Closes #21472
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Closes #21588
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Closes #21584
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Closes #21497
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deprecated code
Closes #20159
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Closes #21580
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- Aura will be applied at last moment possible (after damage) to prevent regressions on #18395
- Partial revert of 9b38a6352c0fe2499de54fd769aa1c721a410bda as it wasnt handling correctly checks without spells
Closes #21578
Closes #21579
Closes #21581
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Added missing jump jets and battle standard visuals
Added allowed area conditions for the vehicle
Fixed Jumpbot's attack spell (thanks @keader for fixing the proc)
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(cherry picked from commit abdf6479ddbf42c8b53cb943c54203211ceb0691)
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- Ported SMSG_SPELL_GO and SMSG_SPELL_START to new packet system
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- Remove area aura processing from spell system, they're fully handled by aura owner update now
Closes #21577
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- Fixes Mind Control dummy self aura appearing as a debuff
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- Bad name because it was actaully executed after effects
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Calculation is now done in CalculateAmount
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Closes #21330
Closes #18885
Ref #18752
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Ref #18395
Implement far spell queue processing
Closes #7395
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DynObjAura during its lifetime
Closes #15088
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Target check only determines what kind of entities we can target, spell positivity determines if that entity is valid for attack/assist
Closes #8844
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* Each move type has its own field instead of trying to combine everything in InhabitType
* Allow overriding movement separately for each spawn
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Closes #15177
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does. Also moved to public so spellscript can use it.
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targets with CONDITION_OBJECT_ENTRY_GUID
Closes #21569
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