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convert example spell script, too.
--HG-- branch : trunk
This commit is contained in:
@@ -24,98 +24,108 @@
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#include "ScriptPCH.h"
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class spell_ex_49375SpellScript : public SpellScript
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class spell_ex_49375 : public SpellHandlerScript
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{
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std::string localVariable;
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char * localVariable2;
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public:
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spell_ex_49375() : SpellHandlerScript("spell_ex_49375") { }
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// effect handler hook - effIndex - effIndex of handled effect of a spell
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void HandleDummy(SpellEffIndex effIndex)
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{
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// we're handling SPELL_EFFECT_DUMMY in effIndex 0 here
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sLog.outError("WE ARE HANDLING DUMMY!");
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sLog.outError(localVariable.c_str());
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// make caster cast a spell on a unit target of effect
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if (Unit * target = GetHitUnit())
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GetCaster()->CastSpell(target, 70522, true);
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};
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void Register()
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{
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// we're registering our function here
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// function HandleDummy will be called when unit is hit by spell, just before default effect 0 handler
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EffectHandlers += EffectHandlerFn(spell_ex_49375SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY);
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// this will prompt an error on startup because effect 0 of spell 49375 is set to SPELL_EFFECT_DUMMY, not SPELL_EFFECT_APPLY_AURA
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//EffectHandlers += EffectHandlerFn(spell_gen_49375SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_APPLY_AURA);
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// this will make HandleDummy function to be called on first != 0 effect of spell 49375
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//EffectHandlers += EffectHandlerFn(spell_gen_49375SpellScript::HandleDummy, EFFECT_FIRST_FOUND, SPELL_EFFECT_ANY);
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// this will make HandleDummy function to be called on all != 0 effect of spell 49375
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//EffectHandlers += EffectHandlerFn(spell_gen_49375SpellScript::HandleDummy, EFFECT_ALL, SPELL_EFFECT_ANY);
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};
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// function called on server startup
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// checks if script has data required for it to work
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bool Validate(SpellEntry const * spellEntry)
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{
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// check if spellid 1 exists in dbc
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if (!sSpellStore.LookupEntry(70522))
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return false;
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return true;
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};
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// function called just after script is added to spell
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// we initialize local variables if needed
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bool Load()
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{
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localVariable = "WE'RE USING LOCAL VARIABLE";
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localVariable2 = new char;
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return true;
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// script will be immediately removed from the spell
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// for example - we don't want this script to be executed on a creature
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// if (GetCaster()->GetTypeID() != TYPEID_PLAYER)
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// return false;
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}
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// function called just before script delete
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// we free allocated memory
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void Unload()
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{
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delete localVariable2;
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}
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class spell_ex_49375SpellScript : public SpellScript
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{
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std::string localVariable;
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char * localVariable2;
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// effect handler hook - effIndex - effIndex of handled effect of a spell
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void HandleDummy(SpellEffIndex effIndex)
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{
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// we're handling SPELL_EFFECT_DUMMY in effIndex 0 here
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sLog.outError("WE ARE HANDLING DUMMY!");
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sLog.outError(localVariable.c_str());
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// make caster cast a spell on a unit target of effect
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if (Unit * target = GetHitUnit())
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GetCaster()->CastSpell(target, 70522, true);
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};
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void Register()
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{
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// we're registering our function here
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// function HandleDummy will be called when unit is hit by spell, just before default effect 0 handler
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EffectHandlers += EffectHandlerFn(spell_ex_49375SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY);
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// this will prompt an error on startup because effect 0 of spell 49375 is set to SPELL_EFFECT_DUMMY, not SPELL_EFFECT_APPLY_AURA
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//EffectHandlers += EffectHandlerFn(spell_gen_49375SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_APPLY_AURA);
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// this will make HandleDummy function to be called on first != 0 effect of spell 49375
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//EffectHandlers += EffectHandlerFn(spell_gen_49375SpellScript::HandleDummy, EFFECT_FIRST_FOUND, SPELL_EFFECT_ANY);
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// this will make HandleDummy function to be called on all != 0 effect of spell 49375
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//EffectHandlers += EffectHandlerFn(spell_gen_49375SpellScript::HandleDummy, EFFECT_ALL, SPELL_EFFECT_ANY);
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};
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// function called on server startup
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// checks if script has data required for it to work
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bool Validate(SpellEntry const * spellEntry)
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{
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// check if spellid 1 exists in dbc
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if (!sSpellStore.LookupEntry(70522))
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return false;
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return true;
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};
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// function called just after script is added to spell
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// we initialize local variables if needed
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bool Load()
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{
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localVariable = "WE'RE USING LOCAL VARIABLE";
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localVariable2 = new char;
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return true;
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// script will be immediately removed from the spell
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// for example - we don't want this script to be executed on a creature
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// if (GetCaster()->GetTypeID() != TYPEID_PLAYER)
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// return false;
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}
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// function called just before script delete
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// we free allocated memory
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void Unload()
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{
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delete localVariable2;
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}
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};
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// function which creates SpellScript
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SpellScript *GetSpellScript() const
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{
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return new spell_ex_49375SpellScript();
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}
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};
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// function which creates SpellScript
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SpellScript * GetSpellScript_spell_ex_49375()
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{
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return new spell_ex_49375SpellScript();
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}
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/* empty script for copypasting
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class spell_ex_SpellScript : public SpellScript
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class spell_ex : public SpellHandlerScript
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{
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void Function(SpellEffIndex effIndex){}
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void Register()
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{
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//EffectHandlers += EffectHandlerFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_EFFECT_ANY);
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}
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public:
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spell_ex() : SpellHandlerScript("spell_ex") { }
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//bool Load(){return true;}
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//void Unload(){}
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//bool Validate(SpellEntry const * spellEntry){return true;}
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class spell_ex_SpellScript : public SpellScript
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{
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void Function(SpellEffIndex effIndex){}
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void Register()
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{
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//EffectHandlers += EffectHandlerFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_EFFECT_ANY);
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}
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//bool Load(){return true;}
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//void Unload(){}
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//bool Validate(SpellEntry const * spellEntry){return true;}
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};
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SpellScript *GetSpellScript() const
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{
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return new spell_ex_SpellScript();
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}
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};
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SpellScript * GetSpellScript_spell_ex_()
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{
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return new spell_ex_SpellScript();
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}
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*/
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// this function has to be added to function set in ScriptLoader.cpp
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void AddSC_example_spell_scripts()
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{
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/* Commented out to prevent loading errors
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Script *newscript;
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newscript = new Script;
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// name to be put in `spell_script_names`
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newscript->Name = "spell_ex_49375";
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// assign create function to the script
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newscript->GetSpellScript = &GetSpellScript_spell_ex_49375;
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newscript->RegisterSelf();
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new spell_ex_49375;
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*/
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}
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