* fix(DB/CreatureScript): Deathblow to the Legion
* Implement the event which takes place during the "Deathblow to the Legion" quest. This is based on PR #1834 but had to be heavily modified as the original scripts contained many bugs and inconsistencies.
Use "std::unordered_map" instead of "std::vector" in order to reduce memory usage (not much, perhaps 5-10%)
identify missing pool entries in pool_template via error messages in the server log
Concerning the pool entries I applied the following fixes as they would now cause errors:
Remove pool entry 5217 from pool_gameobject (only 1 game object "Saronite", not needed here)
Remove pool entry 1047 from pool_creature (only 1 creature "Hematos", not needed here)
Add a few missing Saronite nodes to pool_template
- Cast the buffs from Thrall and Wrynn on themselves instead of the player. This prevents interrupting spellcasting of the player during battle.
- Override "EnterEvadeMode" for Thrall and Wrynn AI in order to prevent removing their auras on evade.
- Remove the spell script "spell_undercity_buffs" as it is not needed anymore (the players only get the aura when near Thrall or Wrynn)
* Holy Priest Tier 5 (2 pieces) bonus http://wotlk.cavernoftime.com/spell=37594 procs any time greater heal is cast if you have at least two pieces off this tier equiped.
* fix(DB/Core): Play "Lament of the Highborne" as music instead of sound
* Update ScriptedCreature.cpp
* Update rev_1559456042362460279.sql
* Update rev_1559456042362460279.sql
* Update rev_1559456042362460279.sql
* Update rev_1559456042362460279.sql
* fix(Core): Bag/Fishing pole equip
- Fix bug When your bags are full and you equip a fishing pole, from 2x one handed weapon, it equip the fishing pole, than 1 weapon goes into bag and the other goes into the mailbox from "customer support".
-Do not allow equip 2 fishing poles for Warrior
- Archavon will stomp the ground, dealing approximately 4,000 unmitigable damage to everyone and stunning them for 2 seconds. At the same time, he'll Impale his highest aggro target, removing it from the fight for 8 seconds.
* Reworked Archimonde
* missing spell scripts on db
* Travis?
* Thanks Nefertum
* Update rev_1554524766481187700.sql
* compact sql
* Update data/sql/updates/pending_db_world/rev_1554524766481187700.sql
Co-Authored-By: Pondaveia <43385840+Pondaveia@users.noreply.github.com>
* Update rev_1554524766481187700.sql
* Update boss_archimonde.cpp
* Resets
* Update boss_archimonde.cpp
* Update boss_archimonde.cpp
* Finger of death check improvement
Deku suggested adding this check instead:
- me->IsWithinMeleeRange(unit)
* fix: remove unneeded if statement
* Possible targets list bug
Added a list for both Finger of death and Spell protections specifically. Also cleared the lists when needed to avoid possible bugs.
* comment typo
* Last touches
* Copy paste fail?
Removed waypoint reached function. No idea how it got there!
* Update boss_archimonde.cpp
* The meele check was too small
This check allows the tank to move the boss without getting snipped by finger of death
* Update boss_archimonde.cpp
* Initializing summonlist on constructor
* Update hyjal.h
* Update hyjal.h
* Changed Archimonde AI
Hyjal_trash AI to BossAI
* Removing hyjal_trashAI function
* Somehow the commit above didn't remove
* unused variable
* bool initialization on the constructor
bool Enraged;
bool BelowTenPercent;
bool HasProtected;
bool IsChanneling;
* HOLY SHIT TRAVIS
* Boss re-order
* Revert "Boss re-order"
This reverts commit 03289cb064ae51c38e3efebba11f3e3882ae350a.
* Reworking Ambassador flamelash
- Removed timers
- Scripting the boss properly, missing event and talk emote
* Update boss_ambassador_flamelash.cpp
* Update boss_ambassador_flamelash.cpp
* Ambassador Flamelash reworked
- Burning spirits spawn at the correct places
- When they get close to the boss they die, thus buffing the boss with a stackable buff
- When encounter begins the runes start burning
- Burning Spirits chase the boss around the room
* Missing aggro emote and cleanup
* travis
* Cleaner code
Changed the enum usage to a Vector and iterated over every gameobject entry to make them active or ready.
* Cleanup
Removed not used enum
* types
* Update boss_ambassador_flamelash.cpp
* Added dynamic spawning algorithm
Before this commit, Spirits could be summoned on the same rune.
After this commit Spirits will not be summoned on the same position.
* bad null conversion
* declaration and initialization inside function
changed randomPosition to an Int inside the getValidRandomPosition().
* wrong type declaration
variable needs to be declared outside of while cycle.
* useless variable
* Bugfixing
- New fireblast
- When burning spirits die killed by the player, new event to summon new ones
- Make them aggro the player and attack them
* miss typed ;
* Trying to fix mentioned issues
- If spirits are in combat, keep summoning new ones
- If spirits are in combat, then the boss can't kill them if they get close to them
* IsInCombat typo
* Exploit fixing
* Summoning massive waves fix
* Fixing last issue hopefully