* initial
* fix double definition
* finalise
* remove npc flag in script
* handle in reset
likely fathomlord is created before olum so flag removing doesnt work
* put in instance script
* Class Comparison Logic Encapsulation - Parity
* Add Context to IsClass
* Add Unit IsClass script hook
* Replace additional getClass with IsClass
* Update CanUseItem to replace getClass with IsClass
* Add separate context for pet vs ability
* Change Create to Init since not all referenced contexts are creation
* Align spacing in ClassContext
* Drop context on LFGManager max power
* Update IsClass context that wraps around Missle Barrage
* Rename context for swapping weapons
* Be more specific than CLASS_CONTEXT_TALENT
* Remove duplicate context
* Moved IsClass Hook to Player
* Removed unused parameter in virtual base function
* Added maybe_unused to IsClass virtual in order to compile
To match the override signature, the virtual base needs to include the parameter in question, so using [maybe_unused] to signal to the compiler to allow it
* Remove extra blank line
* Add ABILITY_REACTIVE context
* Add context for PET_CHARM
* Remove explicit nullopt check per review
* Code Readability - Change if to if else in pet
Due to the return pattern, this doesn't change functionality in any way
* Add OnPlayer to disambiguate
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Co-authored-by: NathanHandley <nathanhandley@protonmail.com>
* Changing hardcoded text in #define to enum member
- Changing #define to new enum member for AddGossipItemFor method
* Adding SQL Query File
* Forgot to add ';' in DELETE FROM
* initial
* restore quill event
* with ismoving and debug
* final before timers
* clear all debuffs
* remove justreachedhome bossai
* huh?
* some fixes
* more fixes
* add 2 extra platforms for p1
* fix coords
* finalise
* change melt armor timer so it is not delayed
indefinitely - this is because we have a dive after 30 secs
that delays all timers. So at 30 secs we will have melt armor at
33 seconds, which then gets an extra 15 seconds from the delay all and another dive
after 30 so it gets pushed back even more before being able to be cast
* restructuring base files and instance files
* small fix
* some fixes
* fix
* some fixes
* up until kael phase
* weapon despawn fix
* final for now
* some minor details
* fix weapon despawn
* fix by clearing validator
still has debug statements to check how far we get
* finalise with stop casting
* codestyle
* remove redundant delay
* fix(Scripts/Dalaran): Update Toy Shop Toy Plane behaviour based on sniffs
* update comments and waypoints for smoother movement
* move initalization to Reset() function
* Init.
Make use of spell for summoning Ahune's lieutenants, set up gossip/smart scripts for the cast and lieutenant summon speech, and remove permanent lieutenant spawns.
Partially cherry-picked from 91268f6631
Co-Authored-By: Xfurry <172444+xfurry@users.noreply.github.com>
* Use GUIDs for creature delete, add game_event_creature delete.
* Various adjustments.
Move comment block, add Desolace stones gossip menu options, add a delete before insert.
* Set up conditions.
* Add spell cast comments.
Sourced from Wrath Classic Wowhead.
* Add basic combat SmartAI.
* Remove comment block.
* Add creature name comments.
* Use `id1` in preparatory creature delete.
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Co-authored-by: Xfurry <172444+xfurry@users.noreply.github.com>
* prevent crash on set motd
* updated version
* another version
* Update cs_server.cpp
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Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
The current code only prevents Whitemane from dying before casting sleep, but the players can inflict enough DPS on her before that, that she can die before resurrecting Mograine.
When this happens, the dungeon is broken and cannot progress.