1) SIlithid Invader/Hive Drone Pooling
2) Plump Turkey Script (Keep away from fires) just walks into fire rather than jumping though
3) Temporal Parasite only remaining issue now is that when player uses quest item 3 parasites will always respawn rather than 1-3, chance for additional to spawn on death and the Temporal rift will now despawn when item used preventing the quest item been used on same silo until it respawns
4) Screecher spirits - despawn corpse rather than player been able to complete quest while killing only a single mob
* Core/Scripts: Fixed Vaelastrasz bomb mechanic
Vaelstraz was suppose to bomb raid members that are mana users every 15
seconds. He was not doing that with the current implementation.
This implementation allows him to bomb the raid and to select the proper
targets. This is also done in a cleaner way.
* Added AuraScript for SPELL_BURNINGADRENALINE
Needed to define an AuraScript for custom behavior that would denatonate
the damaging aura when the debuff falls off.
SpellId - 18173
* Added SQL for Burning Adrenaline Script Ref
* Fixed Multiple Application of BA
* Add unit null check in lambda
* Remove DB name from sql query
* Added Newline in SQL update file.
* Added SQL delete query for potential existing spell
* Fix SQL newline again.
* As suggested a simpler SpellCast overload works
I don't know if there are any consequences but it seems to function fine
in in-game.
I'd like more information on the overload that involves an AuraEffect.
* Remove duplicate Unit null check in lambda
* Update boss_vaelastrasz.cpp
This reverts commit f188ff1ce4.
Was breaking Titan's Grip.
Spells are loaded before items, and they CAST the spell on the player.
When items are then loaded, Player::ApplyItemDependentAuras only has AddAura on it. Titan's Grip is an effect, no auras involved.
In turn reverting this commit will now allow Two-handed weapon specialization and similar from spells load. Which is the lesser of two evils.
…IT_PERCENT, SPELL_AURA_MOD_DAMAGE_DONE and SPELL_AURA_MOD_DAMAGE_PERCENT_DONE auras
* Now the entire aura is removed when changing equipment
* All aura types can now depend on equipped items