Shauren
Shauren
If we had any it would have been fixed a few years ago (yes, this is known for a long time - #5880 #6299)
Is there a creature that has hover but does not set playhoveranim?
You basically want something like this https://github.com/taskflow/taskflow
Some random insight on blizzards way of doing things: * range event is not a thing * spells are cast using in-combat event * conditions on each event/action are done...
I don't like this solution, feels too much like special-casing MECHANIC_SNARE Things I have found: * counting non-snare effects is unneccessary, `Unit::RemoveMovementImpairingAuras` does it mostly right (and I believe all...
> i would suggest to check this code line too https://github.com/TrinityCore/TrinityCore/blob/master/src/server/game/Entities/Unit/Unit.cpp#L8209 (or https://github.com/TrinityCore/TrinityCore/blob/3.3.5/src/server/game/Entities/Unit/Unit.cpp#L8599), its not related to your changes but this bitmask check is incorrect there and npcs speeds are...
It seems you only fixated on the -1 part and didnt try to understand what I said. It is correct to do this for MechanicImmuneMask (and ONLY for MechanicImmuneMask)
No, you did not understand what I said at all. I will repeat it for the third time: To make creature immune to MECHANIC_CHARM you set `creature_template.mechanic_immune_mask = (1
PLAYER_FLIGHT_SPEED is correct for normal taxi paths and should definitely not be reduced to almost half of it (what your quest example is)
Not bad, I was just having some design thoughts - maybe we shouldn't have named `gossip_menu` (the table holding menu texts) as `gossip_menu` - this way we cant easily have...