Add a new spy command for game masters and administrators to receive all conversations of followed players.
How to use:
- Use command .spy follow <characterName> with a GM
- Make that player whisper another player
- You (GM) should receive the message sent
- Use command .spy status. You should get a list with the test subject's name in it.
- Use command .spy unfollow <characterName>
- You should not receive any more messages sent or received by that player
* Core/Commands: Add new spy command
* Importing pending sql
* Fix missing comma in SQL
* Fix travis compile: comment unused parameter
* Core/Misc Update all locales table structure to simple system. Port from TrinityCore
Co-Authored-By: Winfidonarleyan <dowlandtop@yandex.com>
* Core/Db/Gossip Update structure gossip_menu and gossip_menu_action to actual TrinityCore
* Core/DB Update Broadcast system to actual TC
* Core/Mail: implement Quest Mail Sender
* Core/Quest Split quest template locales
This will fix the next issues:
- Waves of mobs spawning during Blackhand fight.
- Door conflicts.
- Boss can't be pulled after killing the 3rd wave.
Closes#536
* .npc set tempfactionid (35) - will changed the selected npc faction but will not save it.
* .npc set originalFaction - will restore the correct faction from the npc faction template in the DB.
closes#706
* Change the read method of the config of the module.Developers can now easily read the config file in cmake.
e.g. AC_ADD_CONFIG_FILE("${CMAKE_CURRENT_LIST_DIR}/conf/my_first_module.conf.dist")
* Update Master.h
* Update cs_reload.cpp
Command: `.reload config` can now reload the config file of all modules #981
* Fixed infinite stacks (and eventually crash) of infected wound. (Also fixes the stranglethorn vale zombies' DoT stack issue and all the mobs using that spell)
* Fixed zombie spawn location (3 gates, only 1 used in 10man, all 3 in 25)
* Fix Gluth's "Zombie Chow" distance, now it's blizzlike. Closes#736
Added a cooldown to amplify damage in phase 3, else it's cast every frame. Used random between 20 and 30 seconds as that's what's set at the start of phase 3.
* Minion spells
added spells for living and dead side
* spell events and enter combat updated
* finished adding spells to minions
needs testing
* Minions now cast spells correctly.
Bugfixed
* travis?