384d0d5c37
* Set Red Scepter Shard run timelimit to Blizzlike 5 hours * Added a missing script text during the Eternal Board * Corrected some typos, item availability and long forgotten memories quest completion * War Effort event rework * Allow events started at the current tick to run * Fixed stock incrementing on handin for shared and alliance turnins Add war effort game events and some gossips (some are missing) * Check actual war effort event for world state * WIP War Effort event * Refactored gobj update and objective checking to utilize an AI that periodically updates * Removed old, unused hard coded gossip for war effort officers * Add condition for toggling based on the NPC entry * Add gossip and remove script for War Effort officers * Add NPC gossip for recruiters * Removed shared resource contributions - the objectives are not completed simultaneously by both teams, but rather they both have the same goal for those resources * Always add the game object to the map, regardless of whether it is spawned by default or not * Don't offer quests if the unit has no quest giver flag * Implement supply tier decay as the effort moves to Silithus * Partial implementation of active game events during the effort. TODO: Build an array that dictates active events at each stage * Adjusted event terminator to auto assign * Now store an array of events for each stage so we can resume cleanly after a restart * Set most war effort events to hardcode so we can control the start/end of the event better * Ensure default spawn type is preserved when saving a game object to DB * Fix migration, link gong to gong event * Now properly despawn gameobjects that are not spawned by default * Moved crystal AI to war effort script, adjusted gobj spawn handling * Force overwrite on StopEvent, ensure the AQ gate is open at end of war, adjusted when stage events are updated * Allow world timers to be modified externally so certain timers can be forced to occur sooner than usual * Added a var that counts how many times a gong has been rung * Gong is now active, final battle event is now hardcoded. Fixed comments preventing migration from executing * Allow hardcoded events to adjust update delay dynamically based on internal state * Added helper methods to enable/disable rather than just start/stop. We need to do this for events that can be active prior to 1.9, such as the gate Add dynamic update for certain stages to ensure things happen in a timely manner Re-added crystals emerging text * Remove hard-coded Rajaxx summon, he'll be spawned with the event * Remove Rajaxx AI outside of AQ. He just stands still on top of the gate * Added AI for moving soldiers into position when CH is under siege * Added Rajaxx spawn to DB Added additional Colossal Anubisath around the gate Added a trigger creature for CH attack waves Updated the size of Resonating Crystals Updated the draw distance for Hive Colossus Add AI to IF/Org soldiers and Priestess of the Moon * High Overlord Saurfang script and text * Renamed some events that are now being utilized, added additional stages to the battle * Re-numbered Saurfang script texts Remove priestess mount aura Fixed trigger insert query Add dummy additional anubisaths (coords not set yet) * Add cenarion hold attack spawn trigger Add Saurfang AI * Use MovePoint rather than MoveTargetedHome, since MoveInLineOfSight does not fire during the latter * Fixed some syntax errors, added colossal spawns NE of AQ Adjusted rifleman AI * Made infantry AI a bit more generic so it can be extended Added separate AI for riflemen Added formation for following Saurfang * Fixed AutoStoreLoot bypassing loot conditions. TODO: Remove this SHIT * Add dummy spawns for colossal during final battle Rectified a number of incorrectly forbidden items * Add config option for the rate at which the war effort auto completes * Reversed the order for CONDITION_NPC_ENTRY, added CONDITION_WAR_EFFORT_STAGE * Added support for auto completing the war effort * Invert npc entry condition values, restrict field duty and aq20 gear quests, update spawn pos of final battle NPCs * Fixed stage value check * Fixed objective count in collection event check * Added remaining transition day count world state Increased the wave size and reduced destroyer spawn chance during the cenarion hold attack * Simplify gobj spawn condition * Remove colossus events from stage updates - they can persist outside of the stages * Now start colossus reward events on death * Add gossip text to recruiters indicating when the resources will arrive in Silithus Fixed mounts on cavalry and Stormwind infantry equipment * Reduced time between the collection being completed and the transition starting * Save the gong bang time to DB * Prevent underflow on m_respawnDelayTime with negative spawntimesecs * Increased the power and health of High Overlord Saurfang during the war, fixed his state being set incorrectly on respawn during the wave attack * Don't allow zoning into AQ while the gate is up * Now use a saved var with flags for Hive colossus events rather than starting them directly in the map update (not thread safe!) * Add game sounds to gate opening * Add faction-specific signet reward NPCs during the collection * Remove npc_gossip entries, now use only gossip_menu for recruiters Removed interactability of resonating crystal formations Corrected the min level for turn in pre-quests * Added support for game event checking in area trigger teleports, removed hard-coded team/rank checking and added DB support for them * Make Ahn'Qiraj teleport triggers require the gate to be open * Corrected the reputation requirement on some Scepter chain quests * Overwrite start time for colossus reward events * Move colossus text to colossus spawn rather than on the gong * Fixed criteria check for CONDITION_NPC_ENTRY after param order change * Add missing NPC texts from broadcast_text Add missing world announcements for battle progress Correct Maws resistances/armour * Store Saurfang guid so we can follow him from across map. Implement Saurfang spell AI * Saurfang will now correctly resume his path after engaging in combat Soldiers following Saurfang will no longer fly and warp around after combat ends Soldiers following Saurfang that die will respawn near him, and resume following Added an extra point to Saurfang's path to avoid a terrain glitch Priestess should now properly dismount on aggro
25 lines
1.0 KiB
SQL
25 lines
1.0 KiB
SQL
DROP PROCEDURE IF EXISTS add_migration;
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delimiter ??
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CREATE PROCEDURE `add_migration`()
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BEGIN
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DECLARE v INT DEFAULT 1;
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SET v = (SELECT COUNT(*) FROM `migrations` WHERE `id`='20171111061703');
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IF v=0 THEN
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INSERT INTO `migrations` VALUES ('20171111061703');
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-- Add your query below.
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ALTER TABLE `areatrigger_teleport` ADD COLUMN `required_event` int DEFAULT 0 AFTER `required_quest_done`;
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ALTER TABLE `areatrigger_teleport` ADD COLUMN `required_pvp_rank` mediumint unsigned DEFAULT 0 AFTER `required_event`;
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ALTER TABLE `areatrigger_teleport` ADD COLUMN `required_team` mediumint unsigned DEFAULT 0 AFTER `required_pvp_rank`;
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-- Hall of Legends requires rank 6, Horde only
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UPDATE `areatrigger_teleport` SET `required_pvp_rank` = 6, `required_team` = 67 WHERE `id` = 2527;
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-- Champion's Hall requires rank 6, Alliance only
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UPDATE `areatrigger_teleport` SET `required_pvp_rank` = 6, `required_team` = 469 WHERE `id` = 2532;
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-- End of migration.
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END IF;
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END??
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delimiter ;
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CALL add_migration();
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DROP PROCEDURE IF EXISTS add_migration;
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