- to me this hook should obviously provide an option to overwrite
the InstanceScript pointer
- this is e.g. beeing used by mod-eluna (but currently broken)
* refactor(Core/ObjectMgr): Handle Profanity & Reserved Names in load
* closes https://github.com/azerothcore/azerothcore-wotlk/issues/18556
* Update ObjectMgr.cpp
* Update ObjectMgr.cpp
* I swear I am not drunk
* We already check all of these
* fix build
* Forgot we dont send the responsecode in senderrormessage
* last commit I swear
* skip other effects in case of taunt DR
* set flags_extra creature_template
fe38b78c87
Co-authored-by: offl <offl@users.noreply.github.com>
* update query to only entries found in acore_world.creature_template
* add name as comment
* fix ci codestyle
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Co-authored-by: offl <offl@users.noreply.github.com>
* handle removal in periodic effect
* do removal with aurascript
* Revert "do removal with aurascript"
This reverts commit 383dd7b255e18d52f5fbecbfcb47ac08331ba626.
* Revert "handle removal in periodic effect"
This reverts commit ab6984e95613df3fa32d45489f607650c9700ff7.
* add AURA_INTERRUPT_FLAG_TALK to 45406
* implement Pause and Resume for WaypointMovementGenerator
Co-authored-by: ccrs <ccrs@users.noreply.github.com>
* prevent restart from external sources if wp is paused
* don't update stopmove on every update
SetFacing breaks otherwise
* timer args not used
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Co-authored-by: ccrs <ccrs@users.noreply.github.com>
fix(Core/PlayerQuest): Introduce flag QUEST_SPECIAL_FLAGS_CAN_FAIL_IN_ANY_STATE
- this allows flagging quests so that they are allowed to fail in Player::FailQuest()
independant of their current state
- update quest 853 accordingly as a first use case
* fix(Core): Correct Quest XP Display when modified by SPELL_AURA_MOD_XP_QUEST_PCT
The quest XP displayed on the gossip window was not modified for auras that increase quest XP gain (e.g. spell ID 57353). This commit corrects the quest XP display when accepting/returning quests.
* refactor(Entities/Player): Added a `CalculateQuestRewardXP()` function to reduce duplicated code
* cleanup(Entities/Creature): Removed now unused variable `playerLevel`
* Apply suggestions from code review
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
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Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
fix(Core/Spells): Don't send SMSG_CAST_FAILED for interrupted spells after they were launched or channelling was started (this clears cooldown on client)
https: //github.com/TrinityCore/TrinityCore/commit/63bc405faeb7afcf99de6f7531e4ea59065165f4
Co-authored-by: Shauren <shauren.trinity@gmail.com>
fix(core/spell): Presence of Mind should not apply cooldown mods on category spells.
Mage T4 set 4 set bonus puts cooldown reduction on Presence of Mind which should not be passed down to category spells,
because in case of infinity cooldown on Arcane Power it does not get reset when you lose the Presence of Mind aura and Arcane Power stays forever in cooldown
or more specifically for 1 month(infinity cooldown).
Closes https://github.com/azerothcore/azerothcore-wotlk/issues/17800
Patch 3.0.9 https://wowpedia.fandom.com/wiki/Patch_3.0.9
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
* Fix CanExecuteCommand only being executed on command failure.
* Updated for style guide.
* Removed pointless hook call.
* Modified the name of the hook to better reflect function and moved the call to trigger for non-existent commands.
* Updated to OnTryExecuteCommand because Foe has a special place in my heart.
* Forgot to change these 2 areas.
* dismiss summoned non-hunter pets by removing them
* store createdbyspellid
* Revert "dismiss summoned non-hunter pets by removing them"
This reverts commit eb539e841d882a6c90f743792c91304b0d365a5c.
* fix(Core/Mail): calculate unReadMails and m_nextMailDelivereTime using mail cache
- these values were grepped directly from DB before
-> this change was introduced with azerothcore/azerothcore-wotlk#3420
- the whole mailing system relies on the mails beeing cached in the core
-> these get stored in DB regularly or on specific events
- so apparently the DB is not always in sync with the current mail cache state of the core
-> so grepping data directly from DB is not a good idea at this point
* Update PlayerUpdates.cpp
* fix(Scripts/PVP): correctly spawn generic gameobjects in Alterac Valley
I've been "collecting" these in the DB for a while, now it's time to move
these spawns to the AV script and actually spawn them.
* add 2 additional generic gameobjects
* chore. Add open world LOS settings
* Name change and conditional deny
* modify information in worldserver.conf.dist
* Remove pvp from variables and constants
- this just broke the whole purpose of setActive(true) if the
gameobjects is still not really beeing set active afterwards
- GetGridActivationRange() returns 0.0f for gameobjects anyways
- so CalculateCellArea() will result in the minimal cell area
around the gameobject's position
- if the cell around the gameobject should not be updated, the
gameobject should not have been set active in the first place
- m_goData must be assigned before Create() is beeing called
- otherwise GetScriptId() can't load the correct scriptiD
in Create()
- all in all this is now more in line with how it's beeing
done in Creature.cpp