diff options
Diffstat (limited to 'docs')
| -rw-r--r-- | docs/FAQ.md | 4 | ||||
| -rw-r--r-- | docs/areatrigger_involvedrelation.md | 2 | ||||
| -rw-r--r-- | docs/areatrigger_scripts.md | 2 | ||||
| -rw-r--r-- | docs/areatrigger_tavern.md | 2 | ||||
| -rw-r--r-- | docs/areatrigger_teleport.md | 2 | ||||
| -rw-r--r-- | docs/phase_area.md | 2 | ||||
| -rw-r--r-- | docs/smart_scripts.md | 426 |
7 files changed, 14 insertions, 426 deletions
diff --git a/docs/FAQ.md b/docs/FAQ.md index c354d54..9b3413e 100644 --- a/docs/FAQ.md +++ b/docs/FAQ.md @@ -34,6 +34,10 @@ Read this carefully: [How to ask help](How-to-ask-for-help.md) - because it helps to **avoid duplicate questions** +#### 6 - Why does AzerothCore not mimic blizzlike bugs or exploits? + +Although we strive to provide blizzlike content we also value user experience. This means that we sometimes fix bugs or exploits which existed during retail at the time to provide a better overall experience for the players. + ## COMMON ERRORS diff --git a/docs/areatrigger_involvedrelation.md b/docs/areatrigger_involvedrelation.md index b19f1d2..530270a 100644 --- a/docs/areatrigger_involvedrelation.md +++ b/docs/areatrigger_involvedrelation.md @@ -59,7 +59,7 @@ If there is a record in the table for a quest, then the quest will not be comple ### id -This is the trigger ID from [AreaTrigger.dbc](AreaTrigger) +This is the trigger ID from [AreaTrigger.dbc](DBC-AreaTrigger) ### quest diff --git a/docs/areatrigger_scripts.md b/docs/areatrigger_scripts.md index dbf5637..ab7a988 100644 --- a/docs/areatrigger_scripts.md +++ b/docs/areatrigger_scripts.md @@ -57,7 +57,7 @@ Allows for an area trigger to be scripted with Trinity Script. ### entry -This is the trigger identifier from [AreaTrigger.dbc](AreaTrigger) +This is the trigger identifier from [AreaTrigger.dbc](DBC-AreaTrigger) ### ScriptName diff --git a/docs/areatrigger_tavern.md b/docs/areatrigger_tavern.md index a94072a..257a091 100644 --- a/docs/areatrigger_tavern.md +++ b/docs/areatrigger_tavern.md @@ -57,7 +57,7 @@ Enable a trigger when player enters a city or tavern. This causes the player to ### id -This is the trigger identifier, see [AreaTrigger.dbc](AreaTrigger) +This is the trigger identifier, see [AreaTrigger.dbc](DBC-AreaTrigger) ### name diff --git a/docs/areatrigger_teleport.md b/docs/areatrigger_teleport.md index 3a8be80..6cd6336 100644 --- a/docs/areatrigger_teleport.md +++ b/docs/areatrigger_teleport.md @@ -117,7 +117,7 @@ Contains all the teleport triggers definition. This table is used to complete .d ### id -This is the trigger identifier, it must match with the one from [AreaTrigger.dbc](AreaTrigger) +This is the trigger identifier, it must match with the one from [AreaTrigger.dbc](DBC-AreaTrigger) ### name diff --git a/docs/phase_area.md b/docs/phase_area.md index 5ea22d8..d839c38 100644 --- a/docs/phase_area.md +++ b/docs/phase_area.md @@ -60,7 +60,7 @@ Each line holds one Zone or Area with one phaseId and a description. Each line ### AreaId -This is the Zone or Area identifier, see [AreaTrigger.dbc](AreaTrigger) +This is the Zone or Area identifier, see [AreaTrigger.dbc](DBC-AreaTrigger) ### PhaseId diff --git a/docs/smart_scripts.md b/docs/smart_scripts.md index a075c85..14ea604 100644 --- a/docs/smart_scripts.md +++ b/docs/smart_scripts.md @@ -411,8 +411,6 @@ **Description of the fields** -Please note: ❌ means that the feature/option is not (yet) implemented. - ### entryorguid - EntryOrGuid > 0: entry of the creature / game object / etc. @@ -434,12 +432,6 @@ Please note: ❌ means that the feature/option is not (yet) implemented. | SMART\_SCRIPT\_TYPE\_CREATURE | 0 | | SMART\_SCRIPT\_TYPE\_GAMEOBJECT | 1 | | SMART\_SCRIPT\_TYPE\_AREATRIGGER | 2 | - | ❌ SMART\_SCRIPT\_TYPE\_EVENT | 3 | - | ❌ SMART\_SCRIPT\_TYPE\_GOSSIP | 4 | - | ❌ SMART\_SCRIPT\_TYPE\_QUEST | 5 | - | ❌ SMART\_SCRIPT\_TYPE\_SPELL | 6 | - | ❌ SMART\_SCRIPT\_TYPE\_TRANSPORT | 7 | - | ❌ SMART\_SCRIPT\_TYPE\_INSTANCE | 8 | | SMART\_SCRIPT\_TYPE\_TIMED\_ACTIONLIST | 9 | ### id @@ -1104,91 +1096,6 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td>On Creature Waypoint ID Reached</td> </tr> <tr class="even"> -<td><div class="content-wrapper"> -<p>❌ SMART_EVENT_TRANSPORT_ADDPLAYER</p> -</div></td> -<td><p>41</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -</tr> -<tr class="odd"> -<td><div class="content-wrapper"> -<p>❌ SMART_EVENT_TRANSPORT_ADDCREATURE</p> -</div></td> -<td><p>42</p></td> -<td><p>Entry (0 any)</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -</tr> -<tr class="even"> -<td><div class="content-wrapper"> -<p>❌ SMART_EVENT_TRANSPORT_REMOVE_PLAYER</p> -</div></td> -<td><p>43</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -</tr> -<tr class="odd"> -<td><div class="content-wrapper"> -<p>❌ SMART_EVENT_TRANSPORT_RELOCATE</p> -</div></td> -<td><p>44</p></td> -<td><p>PointId</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -</tr> -<tr class="even"> -<td><div class="content-wrapper"> -<p>❌ SMART_EVENT_INSTANCE_PLAYER_ENTER</p> -</div></td> -<td><p>45</p></td> -<td><p>Team (0 any)</p></td> -<td><p>CooldownMin</p></td> -<td><p>CooldownMax</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -</tr> -<tr class="odd"> <td><p>SMART_EVENT_AREATRIGGER_ONTRIGGER</p></td> <td><p>46</p></td> <td><p>TriggerId (0 any)</p></td> @@ -1203,91 +1110,6 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p><br /> </p></td> </tr> -<tr class="even"> -<td><div class="content-wrapper"> -<p>❌ SMART_EVENT_QUEST_ACCEPTED</p> -</div></td> -<td><p>47</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td>On Target Quest Accepted</td> -</tr> -<tr class="odd"> -<td><div class="content-wrapper"> -<p>❌ SMART_EVENT_QUEST_OBJ_COMPLETION</p> -</div></td> -<td><p>48</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td>On Target Quest Objective Completed</td> -</tr> -<tr class="even"> -<td><div class="content-wrapper"> -<p>❌ SMART_EVENT_QUEST_COMPLETION</p> -</div></td> -<td><p>49</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td>On Target Quest Completed</td> -</tr> -<tr class="odd"> -<td><div class="content-wrapper"> -<p>❌ SMART_EVENT_QUEST_REWARDED</p> -</div></td> -<td><p>50</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td>On Target Quest Rewarded</td> -</tr> -<tr class="even"> -<td><div class="content-wrapper"> -<p>❌ SMART_EVENT_QUEST_FAIL</p> -</div></td> -<td><p>51</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td>On Target Quest Field</td> -</tr> <tr class="odd"> <td><p>SMART_EVENT_TEXT_OVER</p></td> <td><p>52</p></td> @@ -3483,91 +3305,6 @@ This is the probability of the event to occur as a percentage from 0-100. So, if </p></td> </tr> <tr class="odd"> -<td><p>❌ SMART_ACTION_SET_CORPSE_DELAY</p></td> -<td><p>116</p></td> -<td><p>timer</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -</tr> -<tr class="even"> -<td><p>❌ SMART_ACTION_DISABLE_EVADE</p></td> -<td><p>117</p></td> -<td><p>disable evade (1) / re-enable (0)</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -</tr> -<tr class="odd"> -<td><p>❌ SMART_ACTION_GO_SET_GO_STATE</p></td> -<td><p>118</p></td> -<td><p>state</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -</tr> -<tr class="even"> -<td><p>❌ SMART_ACTION_SET_CAN_FLY</p></td> -<td><p>119</p></td> -<td><p>0/1</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -</tr> -<tr class="odd"> -<td><p>❌ SMART_ACTION_REMOVE_AURAS_BY_TYPE</p></td> -<td><p>120</p></td> -<td><p>Type</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -</tr> -<tr class="even"> <td><p>SMART_ACTION_SET_SIGHT_DIST</p></td> <td><p>121</p></td> <td><p>SightDistance</p></td> @@ -3584,7 +3321,7 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p><br /> </p></td> </tr> -<tr class="odd"> +<tr class="even"> <td><p>SMART_ACTION_FLEE</p></td> <td><p>122</p></td> <td><p>FleeTime</p></td> @@ -3601,7 +3338,7 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p><br /> </p></td> </tr> -<tr class="even"> +<tr class="odd"> <td><p>SMART_ACTION_ADD_THREAT</p></td> <td><p>123</p></td> <td><p>+threat</p></td> @@ -3617,7 +3354,7 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p><br /> </p></td> </tr> -<tr class="odd"> +<tr class="even"> <td><p>SMART_ACTION_LOAD_EQUIPMENT</p></td> <td><p>124</p></td> <td><p>Id</p></td> @@ -3633,7 +3370,7 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p><br /> </p></td> </tr> -<tr class="even"> +<tr class="odd"> <td><p>SMART_ACTION_TRIGGER_RANDOM_TIMED_EVENT</p></td> <td><p>125</p></td> <td><p>id min range</p></td> @@ -3649,7 +3386,7 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p><br /> </p></td> </tr> -<tr class="odd"> +<tr class="even"> <td><p>SMART_ACTION_REMOVE_ALL_GAMEOBJECTS</p></td> <td><p>126</p></td> <td><p><br /> @@ -3667,115 +3404,6 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p><br /> </p></td> </tr> -<tr class="even"> -<td><p>❌ SMART_ACTION_REMOVE_MOVEMENT</p></td> -<td><p>127</p></td> -<td><p>movementType</p></td> -<td><p>Forced</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p>see SMART_ACTION_STOP_MOTION (212)</p></td> -</tr> -<tr class="odd"> -<td><p>❌ SMART_ACTION_PLAY_ANIMKIT</p></td> -<td><p>128</p></td> -<td><p>AnimKit ID</p></td> -<td><p>type:</p> -<p>1- PlayOneShotAnimKitId</p> -<p>2- SetAIAnimKitId</p> -<p>3- SetMeleeAnimKitId</p> -<p>4- SetMovementAnimKitId</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p>// don't use on 3.3.5a</p></td> -</tr> -<tr class="even"> -<td><p>❌ SMART_ACTION_SCENE_PLAY</p></td> -<td><p>129</p></td> -<td><p>SceneId</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p>// don't use on 3.3.5a</p></td> -</tr> -<tr class="odd"> -<td><p>❌ SMART_ACTION_SCENE_CANCEL</p></td> -<td><p>130</p></td> -<td><p>SceneId</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p>// don't use on 3.3.5a</p></td> -</tr> -<tr class="even"> -<td><p>❌ SMART_ACTION_SPAWN_SPAWNGROUP</p></td> -<td><p>131</p></td> -<td><p>groupId</p></td> -<td><p>minDelay</p></td> -<td><p>maxDelay</p></td> -<td><p>spawnflags</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -</tr> -<tr class="odd"> -<td><p>❌ SMART_ACTION_DESPAWN_SPAWNGROUP</p></td> -<td><p>132</p></td> -<td><p>groupId</p></td> -<td><p>minDelay</p></td> -<td><p>maxDelay</p></td> -<td><p>spawnflags</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -</tr> -<tr class="even"> -<td><p>❌ SMART_ACTION_RESPAWN_BY_SPAWNID</p></td> -<td><p>133</p></td> -<td><p>spawnType (0 npc/ 1 gob)</p></td> -<td><p>spawnId (DB Guid)</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p>Use to respawn npcs and gobs, the target in this case is always=1 and only a single unit could be a target via the spawnId (action_param1, action_param2)</p></td> -</tr> <tr class="odd"> <td><p>SMART_ACTION_MOVE_TO_POS_TARGET</p></td> <td><p>201</p></td> @@ -4708,27 +4336,6 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td>Any friendly unit (creature, player or pet) within maxDist</td> </tr> <tr class="even"> -<td>❌ SMART_TARGET_LOOT_RECIPIENTS</td> -<td>27</td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td>All tagging players</td> -</tr> -<tr class="odd"> <td>SMART_TARGET_FARTHEST</td> <td>28</td> <td>maxDist</td> @@ -4746,26 +4353,6 @@ This is the probability of the event to occur as a percentage from 0-100. So, if </p></td> <td><p>Farthest unit on the threat list</p></td> </tr> -<tr class="even"> -<td>❌ SMART_TARGET_VEHICLE_ACCESSORY</td> -<td>29</td> -<td>seat</td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td><p><br /> -</p></td> -<td>Vehicle can target unit in given seat</td> -</tr> </tbody> </table> @@ -4799,9 +4386,6 @@ INSERT INTO `areatrigger_scripts` (`entry`, `ScriptName`) VALUES (y, 'SmartTrigg |----------------------------------------------------------------|------|------|-------------------------------------------------------------------------| | SMARTCAST\_INTERRUPT\_PREVIOUS | 1 | 0x01 | Interrupt any spell casting | | SMARTCAST\_TRIGGERED | 2 | 0x02 | Triggered (this makes spell cost zero mana and have no cast time) | -| ❌ CAST\_FORCE\_CAST | 4 | 0x04 | Forces cast even if creature is out of mana or out of range | -| ❌ CAST\_NO\_MELEE\_IF\_OOM | 8 | 0x08 | Prevents creature from entering melee if out of mana or out of range | -| ❌ CAST\_FORCE\_TARGET\_SELF | 16 | 0x10 | Forces the target to cast this spell on itself | | CAST\_AURA\_NOT\_PRESENT | 32 | 0x20 | Only casts the spell if the target does not have an aura from the spell | | SMARTCAST\_COMBAT\_MOVE | 64 | 0x40 | Prevent combat movement on cast, allow on fail range, mana, LOS | |
