* Not reset lock/interact state in instances (so until instance reset)
* Do unti-cheating checks for use attempts locked/non-intareactive GOs
* Implement SCRIPT_COMMAND_GO_LOCK_STATE for control lock/interact state of GOs from scripts.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
A new specialized function SetFactionTemporary for creatures are added. It work just like setFaction but has in addition option to set flags.
The flags determine if default faction should be restored and when; most commonly just before respawn and when reaching home after evade.
SCRIPT_COMMAND_SET_FACTION for DB scripts and ACTION_T_SET_FACTION for creature_ai_scripts are now capable of using the system (documentation updated)
The intention of the system is to be able to solve basic events that include faction changes, with the use of database only and in easier ways.
It is advised that DB devs revise current database scripts to check if changes should be made. The same goes for EventAI devs regarding ACTION_T_SET_FACTION.
Signed-off-by: NoFantasy <nofantasy@nf.no>
Also allow play emote on Player when player is source.
Gameobject may be source of script but are only allowed as searcher for creature when defined.
Signed-off-by: NoFantasy <nofantasy@nf.no>
All commands can only have creature as the affected by command
*_SET_ACTIVEOBJECT - switch activeObject state on/off
*_SET_FACTION - changes faction
*_MORPH_TO_ENTRY_OR_MODEL - changes model to model from creature_template entry or model id explicit
*_MOUNT_TO_ENTRY_OR_MODEL - mounts on model from creature_template entry or model id explicit
*_SET_RUN - switch walkmode on/off
Signed-off-by: NoFantasy <nofantasy@nf.no>
In addition to adding fields for text id storage (in total 4 text id's), also added a comments field for developers notes in scripts (it may help those being old of age to remember what goes on in a script).
Signed-off-by: NoFantasy <nofantasy@nf.no>