* initial
* fix timers
Water tomb and vile sludge timers homogenised. I did this because the sniffs turn him into the pure form quite quickly. So I am assuming the initial timer is the same for both, and then taking some kind of average for the water tomb and also using that for vile sludge. We may need testing where we keep him in the first form for a bit just to look at the timers
* initial
test
Co-authored-by: <[email protected]>
* change spawnMask
* better failsafe
* get list once
* extend search range for relays
* put infernal spawn in separate method for
readability
* add more methods
* remove leftover method
* dumb and dumber mistakes
* initial
* update haggle
-fix query problems
-make wps more compact
-problem with not hitting certain events persists, I may have a solution coming
* fix timers so events fire correctly
* fix oops
* fix ohf
* revert
* initial
* the right sql file this TIME
help
* stop crying about codestyle
* frick YOU
* :(
* destroy readability - remove complaining? pog
* add new sql file with EOL converted
again... sigh
* Delete new-agamand-spawns.sql
* safety concerning primary key
delete based on guids instead of ids
* initial
* removing guids/using creature instance data
* move summontito
* add data for oz adds
* removal of unused stuff + removal of if condition
that makes it get stuck
* fix
* fix and add validators
* some fixes and validators
* attempt to reset
* fix talk + change flags
* debug to see where it is going wrong
* handle despawn on all
* cleanup
* codestyle
* more codestyle
* add tito data + tito despawn
* first steps on romulo and j
* with setdata
* test
* test
* some debug
* no way this was the problem
* add action to resume combat on revive
* leftovers
* remove old check to ensure abilities don't
keep casting. this was preventing the scheduler from updating
* getdata
* camelCase
* restore updatevictim
might make them attack you
* some cleanup
* some cleanup and door
door should now open on wipe
* fix mistake
* fix?
* attempt to fix dead attacking
* fix mistake
* schedule location fix
* fix logic
- Julianne and Romulo now resurrect properly
- fight stops when both die within 10 seconds
- correct lines are being said, I think
- made the script a bit better overall
* fix codestyle?
* remove leftovers
* remove leftovers
* add spaces
* initial
* oops
* add space
Co-authored-by: Skjalf <[email protected]>
* another space
Co-authored-by: Skjalf <[email protected]>
* everything in doaction, scheduler is dumb
* leftovers
turns out the free say line was unused
---------
* initial
* codestyle
* remove unused taskscheduler
* fix unsummon mechanic
better syntax
* fix other issues
* another issue
* dummy fix
* should fix gossip and event
* attempt to fix movement
* attempt at fixing Bly walk
* also make Weegli hostile + another attempt at move
ment fix
* another attempt at walk fix
* initialise and debug
* debuggo
* v2
* moooore
* oops
* try to fix with boolean again
* fix?
* fixmaybe
* revert
* remove leftovers
* and more on Weegli
* initial
woo
Co-authored-by: Benjamin Jackson <[email protected]>
* Update future-is-now-old-man.sql
---------
Co-authored-by: Benjamin Jackson <[email protected]>
* initial
hack fix added
* add sql to change unit flags
* using setimmunetoall() instead
* remove comment add credit
bump
Co-authored-by: Gultask <[email protected]>
* Update update-peon-unit-flag.sql
Co-authored-by: Gultask <[email protected]>
* add intro start on lockpick
might still have some troubles with double starting the intro with AT
--please give report if so
---------
Co-authored-by: Gultask <[email protected]>
* first
adds mechanic immunities to spectral performer that should make it immune to CC
* formatting update
n/a
* add taunt immune
* Update data/sql/updates/pending_db_world/fixmechimmunemaskspectperf.sql
Co-authored-by: Gultask <[email protected]>
---------
Co-authored-by: Gultask <[email protected]>
* initial attempt at combat fix
with modernising
* fixes to scheduler
first Draft PR commit. Scheduler now works with boolean in capture list of lambda function.
* whitespaces
* debug
* debug2
* debug3
* debug4
* add omrogg equip query and debug5
* remove tabs
* Update data/sql/updates/pending_db_world/omroggequip.sql
Co-authored-by: Gultask <[email protected]>
* grouped taskscheduler
* added more groups
* adjust timer
* better handling
* v2 (too many commits)
* fixed melee
* clean up debug info
removal of yells
* more debug
* attempt at fix
* some changes to scheduling
* final
* whitespaces and extra lines
* better formatting
* final whitespace fix
* context fix
* dumb fix
---------
Co-authored-by: Gultask <[email protected]>
* fix
* add sql 1
* add sql 2
* remove extra lines
* remove dumb stuff
keywords in "comment" were messing up the statement
* same story
todo: get better at SQL
* better formatting + two sql statements together
* remove old sql query
* last fix
* fixes to header enum
* fix sql
to have a more universal format
* E e
* final sql fix
* fix(Scripts/ShadowLabyrinth): fix boss timers
except Vorpil
currently done: hellmaw, blackheart
todo: murmur
* now done hellmaw
forgot to include
* added murmur timers
see title
* Apply suggestions from code review
---------
Co-authored-by: Skjalf <[email protected]>
* Vorpil ROF edit
Added delay (works?) + added functionality for use of the heroic ability
* fixed position matrix
added orientation and used Gultask's sniffed values
* added orientation values to for loops
* testcommit to test rof
testing to see if they removal of the delay fixes it not casting
* attempt to fix shadownova visual
with docastaoe instead of me->spell
* attempt to solve rain of fire with separate event
* extra event works. extra edits
delay between events now half a second, also added delay events because rain of fire is channeled. make sure to check for correct repeat timing now.
* latest changes
see title
* spell first then event
see title
* remove whitespace
see title
* remove creepy whitespace
that is irrelevant because it was in a comment
* added increase in void traveler spawns
as fight goes on... as per retail sniffs by Gultask
* fix timers for Vorpil
according to Gultask's sniffs. draw shadows should also be random, so still needs work. schedule rain of fire inside draw shadows?
* attempt to handle ROF differently
it is now launched every time from the draw shadows event.
* (Scripts/GruulsLair)Fix spells High King Maulgar
* dumb handling of blast wave aoe
placeholder
* fixed Blindeye the Seer spells
* more edits to Maulgar adds
timers are more correct now. still needs more exact pinpointing with sniffs
* Maulgar edits
see title
* fix trigger for aoe attacks
* remove whitespaces
* remove delay
* fix(DB/Creature): fix damage modifier of Razormaw
from 7.5 to 2.5. probably still a bit high. subject to change
* Update razormawdamageupdate.sql
credits to Gultask for value based on mangos core
* Update data/sql/updates/pending_db_world/razormawdamageupdate.sql
---------
Co-authored-by: Gultask <[email protected]>
* fix(Scripts/Arcatraz): fix Trial of the Naaru: Tenacity complete condition
should now only complete on heroic mode
* adaptation of edit to AC syntax
brackets fixed :)
* fix(DB/Loot): removal of BOP quest loot
removes two quest items (Gold-Trimmed Cuffs and Bloodforged Guard) from a reference loot table used by a few mobs in Hellfire Peninsula.
* Update data/sql/updates/pending_db_world/remove-bop-quest-loot.sql