| Age | Commit message (Collapse) | Author |
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* Core/Scripts: Boss Amanitar rewrite
Fixes mushrooms behavior, correct and script his spell, size, spawn positions, despawn and respawn, and everything else
Fixes Mini spell cast(only re-cast if there is at least one person without the debuff)
Corrects boss initial position
Updates script register model
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* Core/Scripts: Boss Jedoga Shadowseeker rewrite
Added all missing spells and visuals
Added Twilight volunteers in the fight
Fixed Jedoga Controller's behavior, mostly moved to boss_prince_taldaram, where they belong
Updated script register model
Misc updates and improvements
Updated instance model
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Closes #8758
Serverside spell (35729) already handle with it
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Update script register model
Fix number os Mole Machine spell targets
Fix Mole Machine timer
Fix minions summon
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Closes #20209
Followup: a1a12ec755e4aa5e2e8475d6a6158bac94f0977a
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dungeon during the Patchwerk encounter (tagging #20247)
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oversight that was causing the last known zone id to not update when leaving map. Closes #20289 for real this time.
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consider neutral units as targets if they are already in combat with target searching unit
Closes #13630
Closes #20205
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future edge cases like #20289 from occurring.
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with zone change scripts that invoke another zone change. Closes #20289.
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#MakeUlduarGreatAgain :D
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remove the CanMove check since it will never trigger
the timer is left there to prevent errors on loading such as leader being created before the other members of the formation making them skip the first movement; purely a workaround
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followup 52ad0c9e5c65a4add7dbcd9fac74c505aaa5b1cf
checked in sniffs, only ick add threat in target, wrong call in original script (why o keep it? o.o)
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Close #2261
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object, which makes it actually function as intended with instances. Woops.
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ref #19072
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Closes #20183.
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FOR_SCRIPTS, insteadof FOR_SCRIPTS_RET, shouldn't return
otherwise methods such as void ScriptMgr::OnPlayerEnterMap(Map* map, Player* player) will end prematurely
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creatures to evade when chased by another creature from outside their own aggro range. Closes #19998.
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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
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dynspawn). This fixes issues with vehicle kit resets breaking AI.
Closes #20137 #20138 #20153.
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guid is despawned. Fixes #20145.
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during Blackheart's charm phase. Follow-up to d80d7c6.
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* More codestyle fixes
* Ty sirikfoll :)
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* Removing spelldifficulty_dbc to make portable to master
* Updated to new Spell/Aurascript model
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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.
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CONDITION_SOURCE_TYPE_QUEST_AVAILABLE
By Malcrom
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* Updated MonsterSight (What does it)
* Core/Worldserver: Update worldserver.conf.dist
Now it should be corectly ;)
* Relocated and renamed the MonsterSight!
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* 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.
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resistances (#20146)
Closes #13240
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since MOTION_SLOT_IDLE cannot be expired, signal path done and behave like IdleMotionGenerator
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mistake introduced in 15f2706acaa that was masqueraded by other checks in combat start, till recent related commits
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remove home position set from creature PauseMovement, and use it when necessary
change log level on DelayedDelete
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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)
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* 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
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breaking vehicles in certain edge case situations.
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