* insert complete db sniff support, appart from missing spawns
* remove achievement from disables (supported by core - timed one)
* insert core support for spells and the defender itself, since SAI makes it act weird (maybe in future when SAI get integrated someone will convert it)
Closes#1861 on 90% (except spawns (there are enough, but a lot more needed and minnor stuff that are core side connected with vehicles spellcastresults)
- Shadows Fate can now be applied by more than just one player at the same
time. So on everyone who hits the unit the credit spell with the visual
will be casted on death.
- The AOE credit spells for the three infusion quests will be casted by
the boss once. If this would be done on proc, these AOE spells could be
casted up to 25 times.
-> 25 AOE credit spells plus 25 Soul Feast credit spells equals Sh**
- some simplifications in reputation calculation
- removed aura in SPELL_AURA_LINKED should depends on SpellDifficulty
- remove some unneeded variable declarations when it's already declared
- remove some hacks
- fix some warnings in Lfg stuff
- some codestyle changes
* thx to @Gacko and @click for pointing out problems and give suggestiosn
* Sorry for the mess, forgot I can make more changes after initial change, this should be final...
* 48141bbfa6
* cleanned a bit and edited old @Treak fix, credits go to him, the quest will* work 100% blizzlike when target_unit_master #8643 gets a fix for vehicle. What concerns the quest is done. I've already fixed the core kill_credit issue, but needs to be discussed.
* leaving the vehicle_AI until they get integrated correctly to SAI, this can be easily converted after. Currently need to make some hacks to make it work close to good if using SAI. (specificly terrain acts weird at that place)
Closes: #5424
Following improvements:
- Spellscript for crystal spikes
- Spawn crystal tanglers with spell
- Usage of event map
- Correct usage of frenzy
- Heroic spells
- Target selection for crystal tanglers
Details for the spell script:
There are 4 spells. Each of them spawns the same trigger but in another direction. The trigger gets an aura which triggers the spell which summoned him after 250ms. This time is too long, so it triggers on apply. Don't worry - test ingame first, it's working blizzlike (I watched some videos on YT to find out which is the best amount of time difference between spawn and next summon).
Some summon types don't store the spell id which summoned them. The trigger is one of them which are not doing so. So I had to move the line, which stores the spell id in the summon out of the if. This could be done more specific, but it works fine. This improvement is required to find out which spell the aura applied to the summoned trigger has to cast to keep the right direction.
Closes#8193
Signed-off-by: Nay <dnpd.dd@gmail.com>