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- The auras might not have the same amounts due to spellmods
Closes #1626
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(cherry picked from commit e88a5e4d6d34a7d319cf8a18d3522017bc9101c0)
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- Affects 3 aura effects currently, should be rewritten with GetTotalAuraModifier maybe?
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Closes #19455
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check effects
- This commit enables stack rule 3 to be properly used to fix auras that should be active but only one providing effects, even if the spell has multiple auras
Closes #19454
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- Fixes applying DR to positive effects, and changing duration of whole aura
Closes #19447
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Closes #19440
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- Rather update normal instance reset time to 2 hours after last creature kill
- This fixes yet another integer overflow due to the possibility of having time_t max showing up
- Also change respawntime and resettime fields to bigint on respawn/instance related tables
- Start using prepared statements on the InstanceSaveMgr
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thrashing of characters database
Closes #19182
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* Created Item Loot Storage, no more synchronous DB selects
* Fixed buyback case, where stored loot was not removed from db
* Added Primary key, and changed field types to be unsigned for table item_loot_money
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(cherry picked from commit 59fe9087447dc58c3f41fb6f647bc2b50a95b9b5)
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TargetedMovementGenerator
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Closes #19436
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- Removed Unit::GetUnitMeleeSkill as it was basically a copy of GetMaxSkillValueForLevel
- Removed static from GetEffectiveResistChance, as this was passed anyways, changed name to CalculateAverageResistReduction, which better reflects what it does
- Fix melee miss chances calculated from attacker maxskill instead of victim maxskill
- Do actual checks if spell can be resisted/missed in MagicSpellHitResult (ie chances > 0)
- Fixed SPELLMOD_RESIST_MISS_CHANCE calculation in MeleeSpellMissChance
- Minor codestyle and cleanup of diminishing returns calcs
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CID 1373466
CID 1373481
CID 1373482
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Use own movement generator for creatures following on a formation.
First step of implementation, huge room for improvement.
Closes #19422
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ACHIEVEMENT_CRITERIA_DATA_TYPE_S_EQUIPPED_ITEM item
Closes #19064
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Closes #19417
thanks ariel-
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Closes #19408
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Closes #19405
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This speeds up the query execution time tremendously
Refs #19182
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*Also fixed issue that make Baltharus summons alot of clones when he is casting
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- priceRatio is already a factor
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Closes #14541
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- Use AuctionHouseBot.Class.* for what they really are, priorities, factor them when calculating item amount per class, changed enums to CONFIG_AHBOT_CLASS_*_PRIORITY to reflect this change
- Don't factor in the priority calc empty item lists:
* Let's say you had AuctionHouseBot.Class.Glyph set to 10, sum of AuctionHouseBot.Class.* is 20, and AuctionHouseBot.Items.Amount.White is 5000
* If there were no glyphs on the item list, you automatically lost 50% of the total item amount, meaning only 2500 of original 5000 were alloted to fill
- Fixed AuctionHouseBot.AH.Price.Ratio to be an actual percentage factor
- Separated containers in SellerConfiguration, each one better reflects what kind of data is stored there, now we won't use magic index 0 from _ItemInfo :P
- General cleanup, removal of bad voodoo and magical numbers
- Use unordered_sets for loading item lists, as they were only used to check for item presence
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Closes #19400
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*Clones not working after wipe
*Changed Clone Action for a event (to check casting)
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Closes #18925
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(#19183)"
This reverts commit 85af0a06305e6f771482da973244737e47bcf34c.
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changed entry
Closes #19389
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Updates issue #950
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* Scripts: Minimize duplicated enum names in header files
This reduces the number of cache resets with the Zapcc compiler
- Standard followed is instance/raid TLA + DataTypes/CreaturesIds/etc
- Partial cherry-pick of master commit 7eb4512eee5fc04994e2aa55126ccc97a8393506
- Removed unused defines in sunken_temple.h (the core scripts using these have been moved to SAI)
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- Stop exposing DoublePosition constructor versions, they're only used for internal representation
- Moved IsInBounds function to public scope
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- Added an auxiliary function IsInBounds to base CreatureAI
- Changed container to vector. Set had no sense because we're storing new pointers, they have different addresses even if the boundary is the same
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