Core/Scripting: Replace casted with cast as casted is not a word.
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@@ -475,20 +475,20 @@ class spell_gen_bonked : public SpellScriptLoader
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+ EFFECT_0: SCRIPT_EFFECT
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+ EFFECT_1: NONE
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+ EFFECT_2: NONE
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- Spells casted by players triggered by script:
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- Spells cast by players triggered by script:
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+ EFFECT_0: SCHOOL_DAMAGE
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+ EFFECT_1: SCRIPT_EFFECT
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+ EFFECT_2: FORCE_CAST
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- Spells casted by NPCs on players:
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- Spells cast by NPCs on players:
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+ EFFECT_0: SCHOOL_DAMAGE
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+ EFFECT_1: SCRIPT_EFFECT
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+ EFFECT_2: NONE
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In the following script we handle the SCRIPT_EFFECT for effIndex EFFECT_0 and EFFECT_1.
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- When handling EFFECT_0 we're in the "Spells on vehicle bar used by players" case
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and we'll trigger "Spells casted by players triggered by script"
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- When handling EFFECT_1 we're in the "Spells casted by players triggered by script"
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or "Spells casted by NPCs on players" so we'll search for the first defend layer and drop it.
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and we'll trigger "Spells cast by players triggered by script"
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- When handling EFFECT_1 we're in the "Spells cast by players triggered by script"
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or "Spells cast by NPCs on players" so we'll search for the first defend layer and drop it.
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*/
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enum BreakShieldSpells
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@@ -1193,7 +1193,7 @@ class spell_gen_defend : public SpellScriptLoader
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{
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SpellInfo const* spell = sSpellMgr->GetSpellInfo(m_scriptSpellId);
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// Defend spells casted by NPCs (add visuals)
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// Defend spells cast by NPCs (add visuals)
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if (spell->Effects[EFFECT_0].ApplyAuraName == SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN)
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{
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AfterEffectApply += AuraEffectApplyFn(spell_gen_defend_AuraScript::RefreshVisualShields, EFFECT_0, SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN, AURA_EFFECT_HANDLE_REAL_OR_REAPPLY_MASK);
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@@ -1204,7 +1204,7 @@ class spell_gen_defend : public SpellScriptLoader
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if (spell->Effects[EFFECT_2].ApplyAuraName == SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN)
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OnEffectRemove += AuraEffectRemoveFn(spell_gen_defend_AuraScript::RemoveDummyFromDriver, EFFECT_2, SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN, AURA_EFFECT_HANDLE_REAL);
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// Defend spells casted by players (add/remove visuals)
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// Defend spells cast by players (add/remove visuals)
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if (spell->Effects[EFFECT_1].ApplyAuraName == SPELL_AURA_DUMMY)
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{
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AfterEffectApply += AuraEffectApplyFn(spell_gen_defend_AuraScript::RefreshVisualShields, EFFECT_1, SPELL_AURA_DUMMY, AURA_EFFECT_HANDLE_REAL_OR_REAPPLY_MASK);
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@@ -2039,15 +2039,15 @@ class spell_gen_mount : public SpellScriptLoader
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+ EFFECT_0: SCRIPT_EFFECT
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+ EFFECT_1: TRIGGER_SPELL
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+ EFFECT_2: NONE
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- Spells casted by player's mounts triggered by script:
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- Spells cast by player's mounts triggered by script:
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+ EFFECT_0: CHARGE
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+ EFFECT_1: TRIGGER_SPELL
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+ EFFECT_2: APPLY_AURA
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- Spells casted by players on the target triggered by script:
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- Spells cast by players on the target triggered by script:
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+ EFFECT_0: SCHOOL_DAMAGE
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+ EFFECT_1: SCRIPT_EFFECT
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+ EFFECT_2: NONE
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- Spells casted by NPCs on players:
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- Spells cast by NPCs on players:
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+ EFFECT_0: SCHOOL_DAMAGE
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+ EFFECT_1: CHARGE
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+ EFFECT_2: SCRIPT_EFFECT
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@@ -2055,12 +2055,12 @@ class spell_gen_mount : public SpellScriptLoader
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In the following script we handle the SCRIPT_EFFECT and CHARGE
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- When handling SCRIPT_EFFECT:
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+ EFFECT_0: Corresponds to "Spells on vehicle bar used by players" and we make player's mount cast
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the charge effect on the current target ("Spells casted by player's mounts triggered by script").
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+ EFFECT_1 and EFFECT_2: Triggered when "Spells casted by player's mounts triggered by script" hits target,
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corresponding to "Spells casted by players on the target triggered by script" and "Spells casted by
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the charge effect on the current target ("Spells cast by player's mounts triggered by script").
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+ EFFECT_1 and EFFECT_2: Triggered when "Spells cast by player's mounts triggered by script" hits target,
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corresponding to "Spells cast by players on the target triggered by script" and "Spells cast by
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NPCs on players" and we check Defend layers and drop a charge of the first found.
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- When handling CHARGE:
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+ Only launched for "Spells casted by player's mounts triggered by script", makes the player cast the
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+ Only launched for "Spells cast by player's mounts triggered by script", makes the player cast the
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damaging spell on target with a small chance of failing it.
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*/
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