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>
* Allow other than Creature to talk.
* Add "buddy-talk", using creature entry in datalong2 (the npc who will do the talk instead of the original source). Value in datalong3 is how far to look for the buddy.
* Add data_flags making it possible to have conversations between units, controlling who does the talking and to whom, including make player do the talking when player is not already the source.
Notes and details are added in the comments for SCRIPT_COMMAND_TALK
Signed-off-by: NoFantasy <nofantasy@nf.no>
Making data consistent with other, similar tables like EventAI's text tables.
This convert existing data and also adds support for all chat types.
Signed-off-by: NoFantasy <nofantasy@nf.no>
(based on 400's commit 0f37423)
(based on 400's commit 636cfef)
(based on 400's commit 0bbe3a7)
(based on 400's commit ce86b56)
(based on 400's commit b74c6a8)
This will allow quest 10162 to work properly with the expected data in quest_template (no specialFlags is needed), but will still give a startup error for spell 33824.
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.
Waypoint/db script/event ai/'.npc playemote' emote data now auto select by emote id way to execute:
oneshot or persistent state
So if in referenced DB data wrongly used state emote as oneshot case this will work in different way now.
* 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.