* 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
(cherry picked from commit 0b766db6a41a4db0d631e36fcc753c658b746328)
* 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
(cherry picked from commit f1ff7e642f8feb027d668a53adc39ecaa7488cc2)
followup 52ad0c9e5c65a4add7dbcd9fac74c505aaa5b1cf
checked in sniffs, only ick add threat in target, wrong call in original script (why o keep it? o.o)
(cherry picked from commit f86b4e45e55124a38f668fb312925afb2c2eb16f)
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
(cherry picked from commit 91c0d49c188977c3d797f5749b1204612ce50195)
* Removing spelldifficulty_dbc to make portable to master
* Updated to new Spell/Aurascript model
(cherry picked from commit 203c5f705806f6f39a8392c3164ff04fc5415d58)
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.
(cherry picked from commit 6f4492bc61f0883df7dac81ef6235a1cb7299bc7)
* 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.
(cherry picked from commit 22a7956069c293a3f8eab8adcd84a9f4703f364a)
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)
(cherry picked from commit 7fff83d67526efff63867d41b9e036a19a9287b3)
* 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
(cherry picked from commit e9cd7af2dfcb7948f27e83e73398da0086190aab)
- Rename JustRespawned to JustAppeared, which better matches its behavior anyway.
- Properly invoke JustAppeared for new (re-)spawns - fixes#20111.
- Fix Thaddius script to work with dynamic_spawning (mostly unrelated to the above) - Feugen/Stalagg should really be a summon group, but I don't have time to fix that right now.
- Fix default value for DynamicEscortNPC to match worldserver.conf.dist.
(cherry picked from commit 184c45cfe0fbe4f3e4fb701f0f99994df98bdc8a)
- True blizzlike creature spawn/respawn behavior - new creature = new object
- Toggleable spawn groups (with C++/SAI/command options to use them)
- Custom feature: dynamic spawn rate scaling. Accelerates respawn rate based on players in the zone.
- Backward compatibility mode (set via group and for summons)
to support creatures/gos that currently don't work well with this
(this should be removed once the exceptions are fixed)
Fixes and closes#2858
Tags #8661 as fixable.
Fixes and closes#13787Fixes#15222.
(cherry picked from commit 59db2eeea0a35028779fd76372ae06cc98c8086f)
- Add a 2 second delay before the AI begins using spells. This should provide opportunity for counterplay before that rogue activates cloak and goes on an unstoppable rampage among your healers. (Sorry, guys.)
- Stopped the AI from attacking invalid targets under some conditions. It should now properly leash back and follow the charmer if we try to select an invalid target.
- Stopped the AI from constantly re-creating the follow movement generator (and thus spamming movesplines).
(cherry picked from commit 331e463de83e4ea13935773f992b32733272d263)
Two points of note:
1) Spawning 5 invisible triggers with 5 distinct factions which then MC one target each? Biggest. Hack. Ever. Best part? It's blizzlike.
2) For over ten years, I thought it was spelled "Auchinodoun". It's not. It's spelled "Auchindoun". TIL.
(cherry picked from commit 04dc47e7e28a26cf027a5bb5c1a3ebf685861325)