Core/AI: implemented SmartScripts System (still beta) not 100% complete
WARNING: Use scripts at own risk. You were warned. NOTE0: creature, gameobject, areatrigger type scripts should be fully functional NOTE1: has no effect on any core related stuff if not using any SmartScript NOTE2: all event/action/etc descriptions can be found in SmartScriptMgr.h SmartScripts is a reloadable DB-Sript system, with full control for special scripting, like escorting, following, complex combat handling, pre-stored AI templates(caster, turret, etc) and much more with a total of 66 events, 78 actions, 22 target types, and can be easily extended --HG-- branch : trunk
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@@ -59,6 +59,7 @@
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#include "ScriptMgr.h"
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#include "LFGMgr.h"
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#include "CreatureTextMgr.h"
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#include "SmartAI.h"
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//reload commands
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bool ChatHandler::HandleReloadAllCommand(const char*)
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@@ -1177,6 +1178,14 @@ bool ChatHandler::HandleReloadCreatureText(const char* /*args*/)
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return true;
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}
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bool ChatHandler::HandleReloadSmartAI(const char* /*args*/)
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{
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sLog.outString("Re-Loading SmartAI Scripts...");
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sSmartScriptMgr.LoadSmartAIFromDB();
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SendGlobalGMSysMessage("SmartAI Scripts reloaded.");
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return true;
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}
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bool ChatHandler::HandleAccountSetGmLevelCommand(const char *args)
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{
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if (!*args)
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