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CID 1384433
CID 1384436
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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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- Actually only rank 1 was affected because of 50% reduction on rank 2
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Closes #21231
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- Remove duplicated SPELLMOD_BONUS_MULTIPLIER handling (both on done and taken)
- Handle properly bonus data, don't apply bonus by default, only player spells should take into account spell power
- Moved Earthliving Weapon coefficient to DB
- Refactored Avenging Wrath handling
Closes #13287
Closes #21230
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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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entries (#21170)
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Kologarn (from sniff). Hi sirikfoll.
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in light of #21187.
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is necessary. #20173
Also getting rid of the wordserveur config parameter 'TargetPosRecalculateRange' since it is no longer needed.
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Close #21197
Author: lineagedr
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* Fixed SetCreatureLinkedRespawn function possible erasing/replacing a GameObject link (instead of a creature one)
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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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* Fix mana potions in druid forms
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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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running in NetworkThread
(cherry picked from commit 9711dd3f706a30d23f57b259765837b71292d09e)
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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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Closes #19978
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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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