Note: it is expected that script side update player displayId at end of related taxi path. If not, player will be stuck with the model.
Signed-off-by: NoFantasy <nofantasy@nf.no>
Let script library know when some event is about to start. Event id's may be found in several sources, such as spells, GO's and transport/taxi paths.
Database scripts may be prevented by returning true from script side whenever needed. If false, DB script will run like normal.
New database table event_id_scripts will need a ScriptName for the event id, in same way as for example areatrigger_scripts.
Signed-off-by: NoFantasy <nofantasy@nf.no>
This change will:
* make it easier to use cached data directly without any modifications
* correct issues regarding invisible models
* simplify certain aspects of model selection itself and make it somehow easier to control and maintain special cases.
Two new fields added to creature_model_info, to store modelid_alternative and modelid_other_team
* _alternative holds an alt. model, for cases where gender are the same, or is not male/female.
* _other_team is generally used for totem models, but may have future use.
This commit will possibly break a few things (visually) and will require DB projects to update their creature_template models data.
It is advised to use cache data as-is, and in addition fill creature_model_info for certain models, totems in particular, for expected appearance.
Signed-off-by: NoFantasy <nofantasy@nf.no>
Pre-aura holder code always remove auras from diff lists before un-apply aura affect call.
Restore this way work for new aura holder code. This prevent different strange affects
when aura find by search when it already expected to be removed from target, including case when in
result som un-apply called code aura deleted 2 times.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Note: prev. commit of same author (Toinan67 is alt. nick name ;) )
Also added some more checks in ref. function.
This finally prevents flying creatures from falling to infinity (basically instantly diappearing) in several instances,
aswell as prevent creatures from falling inside larger solid object around the world.
Default height search is untouched, needs more research on how creature AI etc. will be affected.
* Database table needs data for each faction that should give spillover to other faction(s). One faction may give spillover to max 4 other spillover factions.
* The spillover rate is multiplied with the points after bonuses and reward rate is set, Rate is given as: 0.5 for 50% gain, -1.0 for 100% loss, etc
* It is possible to restrict spillover faction by rank. If player has a higher rank with the spillover faction given in database, no spillover will be given towards this faction
Signed-off-by: NoFantasy <nofantasy@nf.no>
Not affect mostly code work, because used only for not existed quest data,
that checked at loading. So only possible at reload quest templates with
drop related quest.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
NOTE: sql update remove forbided by commit duplicates from pool_* tables in random way.
So for more porper results DB better manually check and fix before apply it.
This is mostly note for DB projects devs.
* Field `auctioneerguid` replaced by `houseid` and table reanmed to `auction`
(it list auctions and `id` is auction id).
* Update related code.
* SQL update fill `houseid` field by old `auctioneerguid`
BUT: SQL update expect that you world DB named `mangos`.
If this not true for your case you need modify SQL update BEFORE APPLY
in 2 placed in part "mangos.creature AS c, mangos.creature_template AS ct"
* Another small possitive result: now possible easy select auctions related
to some auction store (1-3 is one team actions, 4-6 another team auction,
and 7 is neutral auction store for both teams