* revert (core): ChrRace.dbc full implementation
we revert this due to several issues arrising. Although the dbc reading is done in full and correctly. Azerothcore relied on the original handling (althought not propper) for so long that there is
* revert
* Update remove_charrace_dbc.sql
* Update remove_charrace_dbc.sql
* Update remove_charrace_dbc.sql
feat (core\log\db): item.dbc and enforcement
dbc enforcement partial pick from tc: https://github.com/TrinityCore/TrinityCore/commit/0c44bd33ee7b42c924859139a9f4b04cf2b91261
Custom Item for testing by menevia16a (SPP DEV VEIL)
feat (core\log\db): item.dbc and enforcement
Update Item.sql
Update DBCStores.cpp
Update World.cpp
Update ObjectMgr.cpp
further replacement from template to dbc lookup
further logging and implementation
cherry pick tc https://github.com/TrinityCore/TrinityCore/commit/fd26c3c87c5e75952d5af033a66c9a28c9af29b9
replace with db lookup
update (sql): Murder all the backticks
line break fixit
fix (item_template): fix incorrect subclass
fix incorrect subclass matching with dbc enforcement
update: log correction for sub class
update log correction for sub class
add subclass to dbc enforcement
add subclass dbc enforcement since it is part of the item.dbc item_dbc
update (log): additional log
Co-authored-by: blub <[email protected]>
Co-authored-by: Shocker <[email protected]>
Co-authored-by: Veil <[email protected]>
Co-authored-by: Shocker <[email protected]>
* fix (core): macos12 depreciation workflow error
Fix workflow error message:
azerothcore-wotlk/src/common/Utilities/Util.cpp:558:9: fatal error: 'sprintf' is deprecated: This function is provided for compatibility reasons only. Due to security concerns inherent in the design of sprintf(3), it is highly recommended that you use snprintf(3) instead. [-Wdeprecated-declarations]
sprintf(buffer, "%02X", bytes[i]);
* Update BattlegroundAV.cpp
* more macos12 fixit
* Update spell_generic.cpp
this fixes the StartMaxDist to the appropiate size of 10 instead of default which will never flag the player for being outside the start spot before the bg starts (exploit) and there fore will never tele them back into place after 9 seconds.
This will Log sync db queries in World::Update() loop for the mapupdater when building in debug.
Originally part of TC Commit https://github.com/TrinityCore/TrinityCore/pull/25174
Apparently azerothcore never cherrypicked it entirely for whatever reason and is needed when running a debugger in debug build for me to find and address some recent crash issues that been posted on the issues to fully verify the issue.
Co-Authored-By: Giacomo Pozzoni <[email protected]>
Revert "feat(CORE): for Start Process and DBUpdater
This a selective reverts for commits:
c855e8d227 and 636df19514. To re-enable the windows build to function again while applying updates.
Update DBUpdater.cpp
* update (source): Establish chapter 3 dk scripts
Per source notes
Xinef: Should be in chapter III
We establish chapter 3 script for scarelet enclaved and to make the easy of future development in terms of organization
* Update: (script) Spell Script Loader to Register Spell Script
* update: (script): typo
We do not need to excessively have ground level be -2 below the player when underwater. ground level is ground level. no need for a lower adjustment. Most likely left over from from when the shallow water calculations was wrong entirely that lead to false hits with water walking detection due to core side calculations.
Since the mysterous why things evade in shallow water root issue was finally determined because of our shallow water calculations was wrong that was corrected by pr https://github.com/azerothcore/azerothcore-wotlk/pull/11419 we can now remove this operator
This fixes the client side crash while flying as the EYE OF ACHERUS, apparrently if the player lacks the visual spell on his character the client would crash. This is something I just want NOT ABLE to identify in debugger, however, true story also by the way, @TheDdraig made a suggestion while being both stone and highly intoxicate that he came up with the insane nonsensible approach that actually solved the issue 100%.
Co-Authored-By: TheDdraig <[email protected]>
Co-authored-by: TheDdraig <[email protected]>
This fixes Script names not being loaded with npcs and gameobjects when manually added with the .npc\gameobject add cmd that would lead the user to restart the server to load up the npc\gameobject with the script that was manually added
This effect any and all Smartscripts using Smart Event 68 (10 total at this time of rev) and 69 (21 total at this time of rev)
Dealing both with event 85 Stitches Event and event 87 Scarlet Oracle
* fix (DB): Grimclaw NPC Mini RP event
Fix issue of "Skyhopping"/"flying".
added missing wayooints.
adjusted smart scripts and action scripts with new waypoint adjustments
* Update rev_1646669713670945917.sql
* fix (db): Thrash
Thrash was messed up extremely with a ton of npcs, this is a bit of a revert dealing with those npcs but with corrections to ensure the spell is not spammed and triggers only when they are suppose to.
* Update rev_1646161855065886626.sql
Credits to @temperrr for the assist with finding me the old table to help with the undoing of things
Co-Authored-By: temperrr <[email protected]>
* Update rev_1646161855065886626.sql
* this might be it
* Update data/sql/updates/pending_db_world/rev_1646161855065886626.sql
* Update data/sql/updates/pending_db_world/rev_1646161855065886626.sql
* Update data/sql/updates/pending_db_world/rev_1646161855065886626.sql
* Update rev_1646161855065886626.sql
* Update rev_1646161855065886626.sql
May Talos guide you.
Co-authored-by: temperrr <[email protected]>
Co-authored-by: Nefertumm <[email protected]>
* fix\feat: (Core/PacketIO): updated sound and creature addon
updated SMSG_PLAY_SOUND, SMSG_PLAY_MUSIC and SMSG_PLAY_OBJECT_SOUND via tc cherry pick
https://github.com/TrinityCore/TrinityCore/pull/2363 and https://github.com/TrinityCore/TrinityCore/commit/0f1f7ef4017ac32df669ceee120489321da680aa by @joschiwald and @ForesterDev
This so far a attempt to align atleast with sound with tc, and correct a potentional issue of hearing creature sounds that is not in visible range. I notice PlaySound was being defined in some weird dependency as it isnt with tc so I renamed it to Playsound. Notice a isLarge still being used in the creature addon when it was depreciated, so i removed that a that seem to of interfered with visibilitydistanceType.
Co-Authored-By: joschiwald <[email protected]>
Co-Authored-By: ForesterDev <[email protected]>
* fix (db): Smolderthorn Berserker not attacking
Smolderthorn Berserker guid 43101 was not attacking due to it being assigned some weird funky smart script instead of just giving it normal pathing waypoints.
* gooder formatting
* Add (DB/SAI): Raider Jhash and Raider Kerr
This is a cherry pick of sorts from https://github.com/TrinityCore/TrinityCore/issues/27680 Which is authored by @alastro-Kraken and signed off by @offl . i am huge supporter of adding life role plays in the game, so it doesn't seem like a walking simulator, sometimes its about the trip and not the destination. However because our sai system is seriously lacking, jacked, busted on parts, and at times have issues with wanting to work with other tables which I have zero idea how or why, this had to be adjusted dramatically as sorts as the default sai from the TC did not work on AZ. So changes made on this end for AZ, we did not include creature formation table additions as for some reason creature formations and smartai scripted npcs do not cooperate with each other, which lead me to use action 29 to put them at a angle and distance, however for some reason our angle is opposite from tc so I have to adjust it to be 90 instead of 270 and change it from a distance of 3 to 2.5. I had to add in a orientation adjustment for AZ as the JHash thing didn't keep its orientation for some reason on a waypoint pause at razor hill. The damn set data didn't work at all for raider kerr on azerothcore for him to move to the water point in razor hill so i had to make that a freaking timed action list, so I tossed in some 400ms timers so the damn thing will fire off. #400msClub as having it as zero for the time actions didn't fire off at all. I also had to set Raider Kerr to follow Raider Jhash on "Respawn" as that was the only way for it to fire off so he would even follow Jhash in the begin at Valley of Trials and mid point at razor hill, why am i forced to use on respawn for Kerr to follow Jhash after the razor hill stop, i have no idea, but it was the only way for the sai to fire off for kerr to follow jhash for some reason. The actions are then repeated as a loop so it will be seamless which that part was not adjusted. NPC Flag, extra flag, and gossip had to be adjusted for raider JHash as he was never a gossip npc and no exp is gained from him on kill.
Co-Authored-By: Alastro <[email protected]>
Co-Authored-By: offl <[email protected]>
https://github.com/azerothcore/mod-npc-all-mounts is failing due to its gossip not being made a exception.
Since this is a AZ Catelogue NPC module. We add the exception into the conf as default for it to show passing.
* fix (conf): Added additional Cateloge NPC IDS
This is soo we can get a proppery pass\fail status on npc catelog modules dealing with hard coded gossip
* Update worldserver.conf.dist
* fix (DB): Blacksmithing Plans Loot and Conditions
Per discussed no valid udb or sniff exist for loot and item. Common sense approach to fill the item until further based on wowhead as research for both conditions and loot %. Conditional is items will only be available if player possess blacksmithing at a skill of 285 minimal. 4 loot items with % were provided by wowhead based on time stamps of comments.
* Updated based on further feedback
* Update rev_1643309943188748904.sql
* Update rev_1643309943188748904.sql
* Update rev_1643309943188748904.sql
* corrections
* Update rev_1643309943188748904.sql
* Update rev_1643309943188748904.sql
* make formate prettiester
* fix (core): Smart Script Clean up
No need to repeat ObjectList* targets = GetTargets(e, unit); over 100 times in the same void you sinners.
* Update SmartScript.cpp
* Update SmartScript.cpp
* fix (core): Delay added so spell animation plays on unit death
Unit death not showing full spell animation. This delay of 400ms provides that opportunity for it to not be nerfed.
* Notes added.
* fix (core): EffectInstaKill Prevents spell animation before deal damage execution
This fixes the issue of spell animations of chain effects of a spell dealing with EffectInstaKill. This was identified as a issue in support of @malcrom 's current scripting efforts. We fix the issue by putting a half second delay and making the delay of a function possible and independent.
Co-Authored-By: Malcrom <[email protected]>
* Fix double to float
Co-Authored-By: Malcrom <[email protected]>
* Remove the STD
I put the STD in STUD and all I need is U
* Update src/server/game/Spells/SpellEffects.cpp
per @kitzunu the great
Co-authored-by: Kitzunu <[email protected]>
* Update src/server/game/Spells/SpellEffects.cpp
per @nefertumm the beast
Co-authored-by: Nefertumm <[email protected]>
* Update src/server/game/Spells/SpellEffects.cpp
Co-authored-by: Kargatum <[email protected]>
* Update src/server/game/Spells/SpellEffects.cpp
Co-authored-by: Kargatum <[email protected]>
* Update src/server/game/Spells/SpellEffects.cpp
Co-authored-by: Kargatum <[email protected]>
* Update src/server/game/Spells/SpellEffects.cpp
Co-authored-by: Kargatum <[email protected]>
* Update src/server/game/Spells/SpellEffects.cpp
Co-authored-by: Kargatum <[email protected]>
* Notes Added
Co-authored-by: Malcrom <[email protected]>
Co-authored-by: Kitzunu <[email protected]>
Co-authored-by: Nefertumm <[email protected]>
Co-authored-by: Kargatum <[email protected]>
* Fix (Core\Creature): Random Gender on respawn if Gender exsrespawn
If creature has genders it will consider gender changing on respawn.
GetCreatureModelInfo to const
* Update Creature.cpp
* fix (DB/NPC): Dalaran CTM fix
Fixes the air swimmers when they land.
* Update rev_1641574598839293356.sql
* and replace of in
* Update data/sql/updates/pending_db_world/rev_1641574598839293356.sql
Co-authored-by: Kitzunu <[email protected]>
Co-authored-by: Kitzunu <[email protected]>
* Change TO ThreadUNSAFE
This will process the far sight packet as a is not thread-safe - process it in World::UpdateSessions() compared to the former packet is thread-safe - process it in Map::Update().
This matches up with tc in everything we have with the HandleFarSightOpcode.
* Further Adjustments
* Move to Debug Loggin
TC has it as move to Debug Logging. Stating its a weird opcode handling issue which is not really known why.
* (WIP\Event) Children of Goldshire
Currently Compiles with no issues, sql runs fine, Can't seem to get cameron to trigger on the event start.
* Capitalization
* Remove Include
Not sure why it says it isnt found. Most likely was not needed.
* Rename Per Suggested
Rename per @Malcrom 's request
* SQL
Sorry i forgot to push it from my local
* Update zone_elwynn_forest.cpp
* Update rev_1641388762527715027.sql
* NPC's Move Fix
Now to audit the whole event naturally
* remove double
* White space removal
* added override per testing recommendation
* Utiilizing Malcroms PathEndReached
Co-Authored-By: Malcrom <[email protected]>
* Final Draft
All works now.
* abc order adjustment
* Adjust Time for Runaway Lisa
Co-authored-by: Malcrom <[email protected]>