Core/Spells: Rename SpellAttr2 to use official attribute names

* Corrected implementation of SPELL_ATTR1_ALLOW_WHILE_STEALTHED
* Implemented SPELL_ATTR2_RETAIN_ITEM_CAST
* Implemented SPELL_ATTR2_ALLOW_WHILE_INVISIBLE
* Implemented SPELL_ATTR0_PROC_FAILURE_BURNS_CHARGE
* Implemented SPELL_ATTR2_PROC_COOLDOWN_ON_FAILURE
* Implemented SPELL_ATTR2_NO_TARGET_PER_SECOND_COSTS
* Implemented SPELL_ATTR2_DO_NOT_REPORT_SPELL_FAILURE
* Implemented SPELL_ATTR1_REQUIRE_ALL_TARGETS
* Implemented SPELL_ATTR2_CHAIN_FROM_CASTER
* Implemented SPELL_ATTR2_NO_ACTIVE_PETS
* Implemented SPELL_ATTR2_ENCHANT_OWN_ITEM_ONLY
This commit is contained in:
Shauren
2022-04-28 18:31:26 +02:00
parent c88b602a2c
commit dda375b986
16 changed files with 354 additions and 247 deletions

View File

@@ -1242,8 +1242,10 @@ class spell_sha_mastery_elemental_overload : public AuraScript
caster->m_Events.AddEventAtOffset([caster,
targets = CastSpellTargetArg(procInfo.GetProcTarget()),
overloadSpellId = GetTriggeredSpellId(procInfo.GetSpellInfo()->Id),
args = CastSpellExtraArgs(procInfo.GetProcSpell())]()
originalCastId = procInfo.GetProcSpell()->m_castId]()
{
CastSpellExtraArgs args;
args.OriginalCastId = originalCastId;
caster->CastSpell(targets, overloadSpellId, args);
}, 400ms);
}