added ACTION_CALL_RANDOM_RANGE_TIMED_ACTIONLIST
added ACTION_CALL_RANDOM_TIMED_ACTIONLIST
you can now call in random timed action lists (script type 9 aka Script9)
--HG--
branch : trunk
- interrupt spells when entering combat
- fixed reset of timers
- added npc flag modify actions
- added action to call a TimedActionList, default options are: process only OOC and resume after combat
--HG--
branch : trunk
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
Scripts/Icecrown Citadel: Festergut will not cast Vile Gas on melee targets if there are at least 3 (25 man: 8) ranged targets
Scripts/Icecrown Citadel: Festergut and Rotface gates will close with delay (when Putricide reaches the balcony)
Scripts/Icecrown Citadel: Replaced ASSERT(instance) with code disabling the AI if not inside instance
Core/Spells: Fixed TARGET_DEST_TARGET_RANDOM usage
Core/Scripts: Extended DamageDealt in AI to accept damage type as 3rd parameter
Scripts/Quests: Fixed quest "Unholy Infusion" (24749)
--HG--
branch : trunk
Core/Unit:
- added SetFacing() function, using proper packet implementetion (spline type)
- added GetAuraCount() function (will be used in future)
Core/Creature: renamed one unknown type_flag
--HG--
branch : trunk
- Replace many magic numbers with constants
- Use enum for vehicle flags/seat flags
- Correct structure for ItemRandomSuffixEntry
--HG--
branch : trunk
Core/CreatureTextMgr: added reload command
handle text from DB
handle grouped texts
handle repeatable/single texts based on probability
todo: sound/emote, code cleanup
--HG--
branch : trunk
Core/DBLayer/Texts: added CreatureTextMgr files
BuildSystem: added cmake for above files
Note: these are still under development and NOT USABLE
should not effect anything now
--HG--
branch : trunk
Fixes the PetAI so that your pet stops attacking when the target is Crowd Controlled (including Frost Nova, Fear, etc) unless you specifically ask it to.
Tested extensively with click.
--HG--
branch : trunk
- setting pet into passive mode before reaching its target (after an attack-command) will break attack (return "home" to follow/stay position)
- setting pet into passive mode and fully attacking target will make it return home properly
--HG--
branch : trunk