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* Script/Outland: Implement Hellfire event in Honor Hold
This is hourly, event is only 60 seconds long.
(cherry picked from commit acc73d469319a2b22804e55c0603e82615f5c8c2)
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(cherry picked from commit f50a33341892da1dbe4a56e6c351a42591a12ec9)
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entries (#21170)
(cherry picked from commit c50aefac963aca5daeacf409deca9692c6ca3924)
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shared file and replace #defines with enums
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exclusively
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other sources than config files
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line parameter when path contains spaces
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guild bank item into "any slot" when bags are full
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Closes #26536
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the first time
Closes #26532
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Kologarn (from sniff). Hi sirikfoll.
(cherry picked from commit d9c772303cc17d98581cc52bb51116f640e23c08)
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(cherry picked from commit b53cbf467b445a9b57a5567f88a26f77289f7fe1)
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(cherry picked from commit 3dcd49ef9015582be304e2521e13052c68b917d6)
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in light of #21187.
(cherry picked from commit a23c97a0fcc53e5da0bee5fc033dd3748774c337)
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(cherry picked from commit f45c211987794ff7e4192e0d3d4ca6bf67335fb5)
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is necessary. #20173
Also getting rid of the wordserveur config parameter 'TargetPosRecalculateRange' since it is no longer needed.
(cherry picked from commit 274dede3dc89fa72ec1687d5ff454feba9849e47)
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(cherry picked from commit 23823f5147e808928e1d8cd31b6cdf31753ef14d)
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Close #21197
Author: lineagedr
(cherry picked from commit 57672fdf259d1106420e6a2c91f6f1b65b00fbc9)
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* Fixed SetCreatureLinkedRespawn function possible erasing/replacing a GameObject link (instead of a creature one)
(cherry picked from commit 70eb18d0e58ecf0cfcda4f410a183c671fbafe5c)
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tagging #21198
(cherry picked from commit f0a394753ad9f1614fd696027c51ed2e297a02f6)
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without them taking damage.
Scripts/Halion: General cleanup of old hacks no longer needed under new combat system.
(cherry picked from commit 9ad11e67fb6b410f18031ee68259866ea1354c8c)
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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.
(cherry picked from commit 3bb33e3108c65ba8a1c35b934526562aa542b63b)
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argument
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(cherry picked from commit a08ad9aac1759bb584f642e4ce2df2e85c62049c)
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Also, some anti-annoyance treatment for dot tele.
(cherry picked from commit fdacf127395965b426185f05a7b1351138775e89)
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(cherry picked from commit 5a9fddaa5a44ba9efe422853c549dd56f87c59e4)
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a creature they were in combat with. Closes #21177.
(cherry picked from commit e0b609a178528995959e5ea54255a3f856e62913)
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(cherry picked from commit 18f5eae835a0045d1180262bfcc4a2e6cf97c807)
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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
(cherry picked from commit 9f9507e6a1fd50a5ce643a4096c1712700244a61)
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Closes #19978
(cherry picked from commit e2451136600bf4c30eb547bd8579f019cfd37a3d)
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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.
(cherry picked from commit 532ab1c7f8653d1a2e48aa1f1f8a9ba1041d4bb7)
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maximum value not being visible clientside and not triggering auras on power value change
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reaching 0 arcane charges (power)
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scaling with arcane charges and use spell cast for mana energize
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negative values found in db2)
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energize spell effects
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scripts to allow implementing spells that do something depending on number of targets hit
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