implemented Condition System
all systems should work like before
after applying the sql converter you won't be able to apply any Updatepacks (<=up30) so do updates before this
this revesion is not threated as stable!
--HG--
branch : trunk
Also add a parameter ´apply´ (dataint). If 1, it will set the flag, if 0, it will remove it.
Note: currently only supports 32bit integers.
--HG--
branch : trunk
Graveyards shouldn't be captured unless the respective gates are broken.
Relic shouldn't be activated unless the respective gate is broken.
by Snakeice
--HG--
branch : trunk
- Use pointers of most abstract classes possible where applicable.
- Don´t use dynamic_cast when casting possibility is already explicitly checked per typeid.
- Where applicable use the ToCreature() and ToPlayer() functions for typecasting.
- Fix functioning of SCRIPT_COMMAND_CAST_SPELL
- Fix possible crash in SCRIPT_COMMAND_KILL
- Always include script id in error messages.
- Added a few TODO comments.
These changesets were merged in from MaNGOS:
- [9576] Implement SCRIPT_COMMAND_CREATE_ITEM by NoFantasy
- [9577] Implement SCRIPT_COMMAND_DESPAWN_SELF by NoFantasy
- [9869] Extend SCRIPT_COMMAND_QUEST_EXPLORED to allow player<->player as
source/target by NoFantasy
--HG--
branch : trunk
- Add missing credits from previous Dungeon Finder commit (6f13a4afc4)
* Thanks to Zor for packet structure
* Thanks to Taliesin for initial Queue design
--HG--
branch : trunk
- Massive Seaforium Charge (needs DB support for the spawns)
- Demolishers are not attackable at the start
- Demolishers spawn at the workshop if the graveyard is taken
(The spawn locations aren't official yet)
- Demolishers spawn immediately after being destroyed
To make SotA perfect, it needs a lot of DB support.
- Seaforium Bomb spawn locations
- Set speed_run to 0 of the Cannons.
--HG--
branch : trunk
- Add Rolechecks
- Can Join and Leave queue
* No Find group implementation, it just adds u to the queue.
* Still missing some join queue restrictions.
--HG--
branch : trunk
This is WiP and is not finished. Actually the event is not activable since
there is no script for Lore Keeper so don't complain about that.
The code itself is not finished at all, but the main event managing is
designed and implemented. Filling up the 'TODO:' commented parts of
Leviathan's DoAction() will be appreciated ;)
It's easy to implement all the tower related achievs using an array of
booleans and DoAction() triggers for tower state tracking.
It's your time Supabad, enjoy teamwork :D
--HG--
branch : trunk
Update issue 1611
The "fix" itself will require further testing, though I'm suspecting this occurs due to that the loginhash
(to a realm that has just been restarted) isn't properly initialized. Consider this as a temporary workaround.
--HG--
branch : trunk