* No reson have 6 copies near to exactly same code.
* This fix problem with apply attack power bonus in some case.
Thanks to Wowka321 for find and reseach problem.
Can be source very strange damage/absorb and any near stored/calculated in memory values. and crashes also.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* damage - different direct damage calculation tracing
* combat - combat state updates, roll attack result and etc
* spell_cast - spell cast progress and aura apply
* .server log filter comamnd let temporary (until config reload or restart)
set log filters state. Or look at filters state.
* .server log level renamed from .server set loglevel but now let look at log level also.
* If player tap creature in group and leave then group will have access to creature loot if not disbanded
* If player tap creature and after join to group then creature loot will accesable only by player
* Also RewardPlayerAndGroupAtKill divided to simgle player and group reward versions used for group tap
and single player tap cases.
* Changes include (in fact as part cleanup) fix got NeedBeforeGreed locked item after expire roll timer
suggested by somedruid@mangos.lighthouseapp.com.
* Added cancel rolling at creatuer corpse remove.
* For NeedBeforeGreed and GroupLoot sued common code for prepare item roll.
In addition, dummy effect of spell 51866 and 51872 and dummy aura effect of spell 51870.
Dummy effect of 51866 might need additional work (see comments).
Code expect additional spell cast by AI (summon dummy at death of related quest target creatures).
Signed-off-by: NoFantasy <nofantasy@nf.no>
Note: it not applied to crashes and shutdowns after mangosd/relamd startup completed.
You can continue without delay (as now) and fast exist, or wait <Enter>, or some secs
for continue. Last can be helpful for see for example not applied sql update revision
data and etc.
* Avoid coeff calculation if target value is 0.0f
* Avoid use spell_bonus_data coeffs for creature damage.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* This coeff used if not spell_bonus_data provided for spell
* Continue prev. commit line expected that creature casts not affected by DotFactor
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Important changes:
* Chaged way caluclation "-5% of total per any additional effect" to percent
apply instead use raw value that correct only for 3500 cast time spells.
* GetSpellCastTimeForBonus result now alwasy not applied to creature casted spells
Before it not applied only to instant spells. Please test if this ok in all cases.
* Leech effect modify spell casting time move into GetCastingTimeForBonus and then called
also for melee spells. But only creature spells exist with melee class damage and its
not affected by GetCastingTimeForBonus anyway now.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
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>
* .lookup account email, .lookup account ip, .lookup account name
* For new commands and for .lookup player versions use first arg as part of email/ip/name search
* Use similar output format for player/account lists.
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>
* Avoid use hardcoded field amount values
* Avoid use world state update packets just after world state init packet
* Attempt make code look less horrible in general.