* In addition, implement "flat" reputation for quests, where a value in RewRepValueN is given. Human diplomacy will not affect the total. The rate however will be applied, where a faction is defined with a rate for quests. Value in database are expected to be *100 of the actual value given (before rate are applied).
* New database storage can contain rates for quest/creature/spell reputation and will affect the base value given as reward. When for example the quest reward for a faction should receive 30% more reputation points, the rate can be set to 1.3.
* This will fix issues with certain quests that are using the expected RewRepValueId but where the outcome has been lower than expected.
* Note that if the rate is set to 0.0 it will disable reputation gain for the faction and type.
* Reputation rate for spells (spell effect) is not yet implemented
Signed-off-by: NoFantasy <nofantasy@nf.no>
* Now '.go' command can be used with creature_entry/gameobject_entry shift links (output of .lookup creature/object commands)
* Now '.go object' command sipport id-mode and name part mode similar .go creature case: .go object id #gameobject_id or .go object $namepart.
* HandleGoHelper use in more commands also.
* Condition CONDITION_ZONEID renamed CONDITION_AREAID and now work also with subzone area ids
* Second arg of condition cna be 0 or 1 now in in case 1 check "not in area" case
* Also all condition related error output include condition id.
Also do come constatification of quest status check functions
and fix one unsafe use std::map operator[].
Never never use std::map operator [] for _read_ access.
Good chance corrupt related structure state ;)
Not in found case but in general.
npc_vendor.ExtandedCost can be negative now that meaning:
price excluded default item BuyPrice and use only abs(ExtandedCost) items).
For example expected used for item 36908.
New field script_id in creature_movement can be filled for each waypoint point and run the corresponding script from creature_movement_scripts.
Script_id can be any value and several points/creatures can share the same script (with limits of course, such as script depending on location and other factors).
DB projects are advised to move current text, spells and emotes data in creature_movement fields as these fields are strictly no longer needed and may be fully removed in the future.
Signed-off-by: NoFantasy <nofantasy@nf.no>
True if mapid fit to called instance map id and instance script confirm success for some_id case.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Required DB data for real work. This is final part required at core side for support.
Also note that commit include
* generic implementation money cost gossip menu items so let
implement in DB many money cost gossip operations with _fixed_ cost.
* useful CONDITION_SPELL that let implemtn menu item visible if specific
spell known/don't known also wide used case for diff gossips.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* In beggining bad news: at 3.3.3 switch has been forgoted item_instance.data field chnage.
In result items with texts (mail copy in to inventory, some other) lost text content.
* That why in current commit item_text droped without convertion. In result all itesm with texts
will lost text. Sorry for this as i think small porblem :(
* Now text stored in item itself.
Adjusting field names and type, and send data accordingly to avoid client crash not using auto-generated id.
Due to the nature of the primary keys, two tables are truncated. Be sure to make backup if you have data you do now want to loose.
In addition, speed up load times of data from quest_poi_points, thanks Hunuza for helping out.
* This is let finally hide guid structure in ObjectGuid.h/.cpp code.
* Shared related code.
NOTE: while switch to use new clasess one more problem has been detected
with not-safe code in .pdump work for future per-map multi-threading.
It's need rewrited before will possible safe use in like case.
For current single world thread case it's safe.
* This must repolve problem with loot.
Before if some mob killed by group member and then leader changed
then group members can't loot this mob body.
* Possible resolve crashes at loot. Now group storage content not dependent from leader changes.
After [9228] groups stored under leader guid keys, but group leader can change
and in result at group disband after leader change group not removed from storage.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Also move calculation to function. And avoid use operator[] for access to per-area base xp table data.
Condition has independent value1 (race mask) and value2 (class mask) fields and can be used with one or both.
Signed-off-by: NoFantasy <nofantasy@nf.no>
Note that script is implemented for GOSSIP_OPTION_GOSSIP only (as not expected needed for other gossip options).
Also add a few more startup checks for LoadGossipMenuItems with check for basic errors in fields
As result, gossip for GO is now possible. Moved related data structures and remove useless from code.
Please note that after some time, table npc_gossip will be fully removed (use menuId in _template in relation to gossip_menu as replacement).
Special thanks to GriffonHeart for help with research, discussions and ideas of code and thanks to Vladimir for helpful input.
Signed-off-by: NoFantasy <nofantasy@nf.no>