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Core/Talents:
Fixed SMSG_TALENTS_INFO packet Fixed talents saving to DB Renamed 'talent spec' to 'talent group' since this name was shadowing character specializations (and new name is correct according to JAM) Enabled loading of MinorTalent.dbc (will be used later) Added additional specialization check in LearnTalent
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@@ -4034,7 +4034,7 @@ void Spell::EffectApplyGlyph(SpellEffIndex effIndex)
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}
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// remove old glyph
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if (uint32 oldGlyph = player->GetGlyph(player->GetActiveSpec(), m_glyphIndex))
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if (uint32 oldGlyph = player->GetGlyph(player->GetActiveTalentGroup(), m_glyphIndex))
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{
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if (GlyphPropertiesEntry const* oldGlyphProperties = sGlyphPropertiesStore.LookupEntry(oldGlyph))
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{
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@@ -4045,16 +4045,16 @@ void Spell::EffectApplyGlyph(SpellEffIndex effIndex)
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player->CastSpell(m_caster, newGlyphProperties->SpellID, true);
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player->SetGlyph(m_glyphIndex, newGlyph);
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player->SendTalentsInfoData(false);
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player->SendTalentsInfoData();
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}
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}
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else if (uint32 oldGlyph = player->GetGlyph(player->GetActiveSpec(), m_glyphIndex)) // Removing the glyph, get the old one
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else if (uint32 oldGlyph = player->GetGlyph(player->GetActiveTalentGroup(), m_glyphIndex)) // Removing the glyph, get the old one
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{
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if (GlyphPropertiesEntry const* oldGlyphProperties = sGlyphPropertiesStore.LookupEntry(oldGlyph))
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{
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player->RemoveAurasDueToSpell(oldGlyphProperties->SpellID);
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player->SetGlyph(m_glyphIndex, 0);
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player->SendTalentsInfoData(false);
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player->SendTalentsInfoData();
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}
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}
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}
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@@ -5494,7 +5494,7 @@ void Spell::EffectSpecCount(SpellEffIndex /*effIndex*/)
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if (!unitTarget || unitTarget->GetTypeId() != TYPEID_PLAYER)
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return;
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unitTarget->ToPlayer()->UpdateSpecCount(damage);
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unitTarget->ToPlayer()->UpdateTalentGroupCount(damage);
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}
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void Spell::EffectActivateSpec(SpellEffIndex /*effIndex*/)
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@@ -5505,7 +5505,7 @@ void Spell::EffectActivateSpec(SpellEffIndex /*effIndex*/)
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if (!unitTarget || unitTarget->GetTypeId() != TYPEID_PLAYER)
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return;
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unitTarget->ToPlayer()->ActivateSpec(damage-1); // damage is 1 or 2, spec is 0 or 1
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unitTarget->ToPlayer()->ActivateTalentGroup(damage-1); // damage is 1 or 2, spec is 0 or 1
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}
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void Spell::EffectPlaySound(SpellEffIndex effIndex)
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