Core/Scripts: Adding script hooks to allow for third party scripts to modify damage dealt.

Originally from the VAS Autobalance script, slightly modified.

Only addresses Spells, Dots, and Melee Damage. I'll have look at the current modules on ways of doing this but, Environmental Damage(fire/lava/drowning), Fall Damage, and Potentially AoE aren't covered by these.

Closes #7867

Signed-off-by: Nay <dnpd.dd@gmail.com>
This commit is contained in:
Carlos Vargas
2012-12-17 01:26:56 +00:00
committed by Nay
parent ae4c4c1822
commit 6c6586fa43
4 changed files with 62 additions and 6 deletions

View File

@@ -392,7 +392,24 @@ class ItemScript : public ScriptObject
virtual bool OnExpire(Player* /*player*/, ItemTemplate const* /*proto*/) { return false; }
};
class CreatureScript : public ScriptObject, public UpdatableScript<Creature>
class UnitScript : public ScriptObject
{
protected:
UnitScript(const char* name);
public:
// Called when DoT's Tick Damage is being Dealt
virtual void ModifyPeriodicDamageAurasTick(Unit* /*target*/, Unit* /*attacker*/, uint32& /*damage*/) { }
// Called when Melee Damage is being Dealt
virtual void ModifyMeleeDamage(Unit* /*target*/, Unit* /*attacker*/, uint32& /*damage*/) { }
// Called when Spell Damage is being Dealt
virtual void ModifySpellDamageTaken(Unit* /*target*/, Unit* /*attacker*/, int32& /*damage*/) { }
};
class CreatureScript : public UnitScript, public UpdatableScript<Creature>
{
protected:
@@ -583,7 +600,7 @@ class ConditionScript : public ScriptObject
virtual bool OnConditionCheck(Condition* /*condition*/, ConditionSourceInfo& /*sourceInfo*/) { return true; }
};
class VehicleScript : public ScriptObject
class VehicleScript : public UnitScript
{
protected:
@@ -654,7 +671,7 @@ class AchievementCriteriaScript : public ScriptObject
virtual bool OnCheck(Player* source, Unit* target) = 0;
};
class PlayerScript : public ScriptObject
class PlayerScript : public UnitScript
{
protected:
@@ -1031,6 +1048,12 @@ class ScriptMgr
void OnGroupChangeLeader(Group* group, uint64 newLeaderGuid, uint64 oldLeaderGuid);
void OnGroupDisband(Group* group);
public: /* UnitScript */
void ModifyPeriodicDamageAurasTick(Unit* target, Unit* attacker, uint32& damage);
void ModifyMeleeDamage(Unit* target, Unit* attacker, uint32& damage);
void ModifySpellDamageTaken(Unit* target, Unit* attacker, int32& damage);
public: /* Scheduled scripts */
uint32 IncreaseScheduledScriptsCount() { return ++_scheduledScripts; }