Commit graph

14 commits

Author SHA1 Message Date
Schmoozerd
46e604a089 [11823] Add SCRIPT_COMMAND_MODIFY_NPC_FLAG to change NPC flags by db-script
Note that the npc flags will be restored when the npc respawns

Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2011-10-14 20:35:55 +02:00
NoFantasy
dd66ce20f2 [11583] Correcting typo (damn the copy/paste)
Signed-off-by: NoFantasy <nofantasy@nf.no>
2011-06-01 09:30:47 +02:00
NoFantasy
70d9d4ef24 [11582] Implement SCRIPT_COMMAND_STAND_STATE to use in *_scripts tables
Set the stand state (enum UnitStandStateType) of any Unit*

Signed-off-by: NoFantasy <nofantasy@nf.no>
2011-06-01 09:28:47 +02:00
Schmoozerd
0de4e302b3 [11558] Fixes and way work chnages for GO lock/interact state
* 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>
2011-05-29 04:31:34 +04:00
NoFantasy
889ce13264 [11316] Implement a basic system to restore default faction for creatures after changes
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>
2011-04-05 15:04:39 +02:00
NoFantasy
acb6372d29 [11311] Add SCRIPT_COMMAND_ATTACK_START to initiate attack by creature.
../docs/script_commands.txt updated for details

Signed-off-by: NoFantasy <nofantasy@nf.no>
2011-04-03 19:52:43 +02:00
NoFantasy
c93256e477 [11309] Extend SCRIPT_COMMAND_EMOTE, allow search for nearby creature to do the emote
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>
2011-04-03 17:55:53 +02:00
Schmoozerd
883e88fad5 [10956] Implement support triggered spells in SCRIPT_COMMAND_CAST_SPELL
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2011-01-04 04:15:47 +03:00
VladimirMangos
bf0ecf6e71 [10947] Update copyright notice for 2011 year. 2011-01-01 20:33:43 +03:00
NoFantasy
541098168d [10536] Extend SCRIPT_COMMAND_TEMP_SUMMON_CREATURE to set summoned as active object
Field data_flags 0x01 will enable active state

Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-09-25 13:35:22 +02:00
NoFantasy
29a723e41e [10507] Extend SCRIPT_COMMAND_TALK with option to set language for text
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-09-19 20:50:18 +02:00
NoFantasy
a1fd19b6b3 [10506] Implement 5 new SCRIPT_COMMAND_*
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>
2010-09-19 19:27:33 +02:00
NoFantasy
0245efecb7 [10500] Extend SCRIPT_COMMAND_TALK to support random selected text
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>
2010-09-18 01:55:29 +02:00
NoFantasy
167b7bfeac [10497] Add a crude documentation of script command processing
It is mostly copied from source files and should be subject for further improvement.

Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-09-17 23:44:17 +02:00