* Core/Spells: implement corpse target type support and properly fix resurrections
(cherry picked from commit df193945d9)
* Core/Spells: implement TARGET_CORPSE_SRC_AREA_RAID and updated remaining resurrection effect handlers for updated corpse targeting
(cherry picked from commit 98b075cb4b)
* Fix no-pch
Co-authored-by: Ovahlord <dreadkiller@gmx.de>
(cherry picked from commit cc71da35b5)
Ref: 9f7b464a6a
- Implemented a new SpellScript hook that allow control Resistance/Absorb amount of a damage spell.
(cherry picked from commit d81a9e5bc3)
* Ruthlessness
* Mastery: Main Gauche
* Venomous Wounds
* Symbols of Death
* Backstab
* Premeditation
* Grand Melee
* True Bearing
* Slice and Dice
* Roll the Bones
* typo and correction
* spell aura no longer shared between targets
_spellAura isolated
* SPELL_AURA_CONTROL_VEHICLE is not strictly single target spell
Steam Tank Control and Wyrmrest Commander
units can reseat themselves again
* Rename 9999_99_99_99_world.sql to 2019_03_08_00_world.sql
(cherry picked from commit ec3cb05d7f)
- Decoupled Unit logic: split of spell critical chance into done (caster bonuses) and taken (target bonuses), this allows to precalculate caster bonuses on aura apply and then check victim's auras on damage/healing calc
- Made static a bunch of methods (they no longer have this pointer because they are now called from periodic handlers which may or may not have an active caster in world)
- Simplified all AuraEffect bonuses into AuraEffect::_amount, no more duplicated code
- Critical chance and whether or not caster is player owned unit (for resilience calcs) is now saved one level upper, on Aura itself (it's impossible as of 3.3.5 to have different effects with different critical chances)
- Minor cleanup of SPELL_DAMAGE_CLASS_NONE and Arcane Potency (#18813) crit handling
Closes#19876
(cherry picked from commit cb9e72e521)
* Core/Spells: Implementation of QAston proc system
- Move checks from Unit::IsTriggeredAtSpellProcEvent (old system) to Aura::IsProcTriggeredOnEvent (new system)
- killed charge counter from SpellModifier and Player system for handling charges... no point in having 3 different systems doing the same thing
- Automatically add default entries to spellProcMap, based on spellinfo (else auras won't proc without an entry) Based on old Unit::ProcDamageAndSpellFor
- Old Unit::ProcDamageAndSpellFor renamed to Unit::ProcSkillsAndReactives and made private, will no longer handle auras.
- Start making use of HealInfo::AbsorbHeal in unit calculations, add effective healing info to HealInfo struct
- Changes in spell reflection system, emulates old behaviour, delaying aura drop
- Removed old charge count hacks in SpellMgr::LoadSpellInfoCorrections
- Removed bogus error log when procChance is 0: Some auras have initial 0 procChance but modified by SPELLMOD_CHANCE_OF_SUCCESS
- Fixed TriggerAurasProcOnEvent logic that tried to trigger twice from actor.
- Allow non damaging spells with DamageClass Melee or Ranged to proc character enchants. Ref issue #17034:
* http://web.archive.org/web/20110309092008/http://elitistjerks.com/f47/t49865-paladin_retribution_pve/
* When an auto-attack lands (does not dodge/parry/miss) that can proc a seal the of the following things happen independently of each other (see 2 roll system).
* 1) A "hidden strike" which uses melee combat mechanics occurs. If it lands it refreshes/stacks SoV DoT. Only white swings can trigger a refresh or stack. (This hidden strike mechanic can also proc things like berserking..)
* 2) A weapon damage based proc will occur if you used a special (CS/DS/judge) or if you have a 5 stack (from auto attacks). This attack can not be avoided.
* Holy Vengeance is the "hidden strike" it has an apply aura effect and damage class melee.
- Fixed Blood Tap interaction with Death Runes (btw, don't know what was going on with those MiscValueB, spell 45529 doesn't have any MiscValueB in SPELL_EFFECT_ACTIVATE_RUNE)
- Ported some AuraEffect checks from old Unit.cpp function. added new AuraScript hook to check procs of an specific effect
- Allow only AuraEffects that passed the check to proc, this won't block whole aura from proccing (and lose charges) if at least one of the effects procs, though
- Changes in spell mod system (for SPELLMOD_CASTING_TIME). fixes#17558.
- Added an exception for SPELLMOD_CRITICAL_CHANCE too, fixes#15193
(cherry picked from commit e641d0c7d7)
# Conflicts:
# sql/base/auth_database.sql
# src/server/game/Entities/Player/Player.cpp
# src/server/game/Entities/Player/Player.h
# src/server/game/Entities/Unit/Unit.cpp
# src/server/game/Entities/Unit/Unit.h
# src/server/game/Spells/Auras/SpellAuraEffects.cpp
# src/server/game/Spells/Auras/SpellAuras.cpp
# src/server/game/Spells/Auras/SpellAuras.h
# src/server/game/Spells/Spell.cpp
# src/server/game/Spells/SpellEffects.cpp
# src/server/game/Spells/SpellInfo.cpp
# src/server/game/Spells/SpellMgr.cpp
# src/server/game/Spells/SpellMgr.h
# src/server/game/Spells/SpellScript.cpp
* Mostly aimed at removing Log/DatabaseEnv includes from other headers
* Fix most packet headers including other packet headers - moved common structures such as ItemInstance to their own files
* Moved SAI function definitions to source files (massive or requiring many different dependencies)