Core/Spells: spell effect handling improvements

* Call spell effect handlers in 4 modes:
   - SPELL_EFFECT_HANDLE_LAUNCH - called when spell is launched (cast just finished)
   - SPELL_EFFECT_HANDLE_LAUNCH_TARGET - called when spell is launched for each target in spell target map
   - SPELL_EFFECT_HANDLE_HIT - called when spell hits its destination
   - SPELL_EFFECT_HANDLE_HIT_TARGET - called when spell hits it's target from spell target map
*Correctly implement SPELL_EFFECT_TRIGGER_SPELL, SPELL_EFFECT_TRIGGER_SPELL_WITH_VALUE, SPELL_EFFECT_TRIGGER_MISSILE_SPELL_WITH_VALUE, SPELL_EFFECT_TRIGGER_MISSILE_SPELL
*Remove spell system hacks which became obsolete with this commit
Core/SpellScripts:
add OnEffectLaunch, OnEffectLaunchTarget, OnEffectHit, OnEffectHitTarget hooks for new effect handle modes and remove OnEffect hook.
A generic rule of thumb how to update your scripts (will work for nearly all cases) for spell system noobs:
if your spell script used GetHitXXXX function, you need to use OnEffectHitTarget, otherwise use
OnEffectHit
This commit is contained in:
QAston
2011-09-25 13:29:50 +02:00
parent b07cc3751f
commit e949ad3adb
50 changed files with 1057 additions and 738 deletions
+2 -2
View File
@@ -499,7 +499,7 @@ class spell_voljin_war_drums : public SpellScriptLoader
void Register()
{
OnEffect += SpellEffectFn(spell_voljin_war_drums_SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY);
OnEffectHitTarget += SpellEffectFn(spell_voljin_war_drums_SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY);
}
};
@@ -553,7 +553,7 @@ class spell_voodoo : public SpellScriptLoader
void Register()
{
OnEffect += SpellEffectFn(spell_voodoo_SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY);
OnEffectHitTarget += SpellEffectFn(spell_voodoo_SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY);
}
};