Following improvements:
- Spellscript for crystal spikes
- Spawn crystal tanglers with spell
- Usage of event map
- Correct usage of frenzy
- Heroic spells
- Target selection for crystal tanglers
Details for the spell script:
There are 4 spells. Each of them spawns the same trigger but in another direction. The trigger gets an aura which triggers the spell which summoned him after 250ms. This time is too long, so it triggers on apply. Don't worry - test ingame first, it's working blizzlike (I watched some videos on YT to find out which is the best amount of time difference between spawn and next summon).
Some summon types don't store the spell id which summoned them. The trigger is one of them which are not doing so. So I had to move the line, which stores the spell id in the summon out of the if. This could be done more specific, but it works fine. This improvement is required to find out which spell the aura applied to the summoned trigger has to cast to keep the right direction.
Closes#8193
Signed-off-by: Nay <dnpd.dd@gmail.com>
There are still some issues that need to be fixed, for more info see CalendarHandler.cpp TODO part.
Some unblizzlike behaviour possible, we don't have a lot of sniffs.
Big thanks to @Warpten, he joined my project and helped a lot.
IMPORTANT NOTE: Read / append packed time functions in ByteBuffer.h are not correct, they need to be fixed in order to have event times accurate
Signed-off-by: Nay <dnpd.dd@gmail.com>
* Move Dark / Flame Breaths handling to generic_halionAI.
* Also apply Twilight Precision to Twilight Halion.
* Fix some mistakes in the corporeality handling code, and remove some unused enums.
Fixes#8176.
- vmap height search in FleeingMovementGenerator and ConfusedMovementGenerator (until we can search for a nearby position properly) Should solve #7704, needs testing
- Removed some unused code in CalculatePath and TargetedMovementGenerator. Ty faramir118
- Allow players to charge through slime and lava liquids. Closes#7967