... and this is why you shouldn't use the so called hacks. You will just
keep adding sh*t on top of more sh*t (like this).
Currently, GO spell casts spawn an invisible WORLD_TRIGGER (npc 12999)
inside of the gameobject (for certain forms of gameobjects) (and
this is why the LoS check was failing).
It shouldn't be like that. GOs should be able to cast the spells without
having to spawn an auxiliary creature.
Fixes "Eye of Acherus" and others
-Drop condition CONDITION_SPELL_SCRIPT_TARGET, use other condition types instead
-Change CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET to CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET:
--allow using this condition for more spell implicit target types (not just ENTRY)
--SourceGroup value for this src type is now effMask and it's now required
Core/Spells: Unify the way implicit targets are handled, fully implement some partially implemented target types, fix some minor bugs found on the way, general improvements and cleanup.
This stack rule makes the effects of the spells in the spellgroup non-stackable, but the spells/auras itself are stackable.
a spell should be in only 1 group with this stack rule.
Fixes#2243
- Added missing space to 'if', 'for', 'while' and 'switch' when it's followed by '('
- Added missing space after a comma and remove space before comma (with some exceptions)
- Remove trailing spaces
- Convert tab to spaces
Note: Only affects files with extension "cpp" and "h" under /src/server
short:
- Threat is now distributed blizzlike (almost)
long:
- Percent- and AP-Modifieres got add
- Threat is now propperly distributed through multiple enemies
- Most spells will cause initial threat in an amount equal to their SpellLevel
- Energize-Effects will now be treated like healing (threat-wise)
- Tanks got their missing +43% passive threat tacked on
- Paladins are still missing 'Salvation' and will not only cause half threat with healing (essentially 25% of the amount healed)
*SpellEntry is now SpellInfo
*GetSpellProto is now GetSpellInfo
*SpellEntry::Effect*[effIndex] is now avalible under SpellInfo.Effects[effIndex].*
*sSpellStore.LookupEntry is no longer valid, use sSpellMgr->GetSpellInfo()
*SpellFunctions from SpellMgr.h like DoSpellStuff(spellId) are now: spellInfo->DoStuff()
*SpellMgr::CalculateEffectValue and similar functions are now avalible in SpellEffectInfo class.
*GET_SPELL macro is removed, code which used it is moved to SpellMgr::LoadDbcDataCorrections
*code which affected dbc data in SpellMgr::LoadSpellCustomAttr is now moved to LoadDbcDataCorrections
- Codestyle (fix function naming) and cleanup changes in SpellCastTargets class, also access variables of this class by getters/setters
- Move IsQuestTameSpell function to SpellMgr.h
- Move UnitList typedef to Unit.h
Additionally - add missing copyright notice to SpellAuraEffects.h
Scripts/Icecrown Citadel: Fixed Mutated Abomination not being able to eat ooze on heroic mode
Scripts/Icecrown Citadel: Removed some obsolete code
Closes#523, #1447
This will allow you to disable spells on certain maps/areas. Note that you must have at least flag SPELL_DISABLE_PLAYER or SPELL_DISABLE_CREATURE or SPELL_DISABLE_PET set too, as they take preference.
The parameters for mapIds and areaIds are defined in new columns params_0 and params_1 respectively, in a comma-seperated string.
Example:
INSERT INTO disables VALUES(0, 8921, (1+16+32), "571,1", "1519", "Moonfire Example");
This will disable spell moonfire for players in maps 571,1 and area 1519.
--HG--
branch : trunk
- Add more descriptive enumerator of procflags - now clearly pointing out that proc flags are dependant to the spell dmg class of the spells causing procs.
- Define and implement PROC_FLAG_DONE_MAINHAND_ATTACK.
--HG--
branch : trunk
- Replace many magic numbers with constants
- Use enum for vehicle flags/seat flags
- Correct structure for ItemRandomSuffixEntry
--HG--
branch : trunk