When showing an error message on script-load sayign the creature has its AIName set, don't default the error message to say the AIName is SmartAI, but rather print the actual ainame
When showing an error message on script load because the target entryorguid already has a scriptname set, also print the scriptname in the error message
Attemtping to create a script for an areatrigger we no longer check for both AIName and ScriptName as they use the same table and column
When attempting to create a script for an entryorguid that already has smart_scripts entries, we no longer mention that the AIName is not set if the source_type is actionlist (because they dont use AINames)
Enable the New Line button even if there are no items in the listview. Instead of erroring, prompt the user if he wants to create a new script for this entry.
Some code clean-up for messagesboxes that prompt the user. Easier to read.
Also revert the AIName of the creature/gameobject in the revert queries
Fix a typo in the revert query generated for areatriggers. Areatrigger_scripts does not have an AIName column! Also print the columns of the areatrigger_scripts table when inserting data in there in the normal sql generator.
Get rid of a double try-catch block in the Database class