Issue 1: Drain soul was always negative, but effect2 need be positive.
Issue 2: Drain soul was interrupted if someone in your group die. Caused by negative effects proccing in creature.
Issue 3: Since effect2 is positive, it was down-ranking in low level targets and should never happens (fixed before by ariel, transforming everything in negative in 2c8a6fb771 but it's wrong)
#MakeWarlockAfflictionGreatAgain
* DBC file name: <dbc>.dbc
* Format string: DBCfmt_<dbc>
* DB Format string: DBCfmt_<dbc>_DBFormat
* DB index string: DBCfmt_<dbc>_DBIndex
* Entry struct: <dbc>Entry
* Global storage: s<dbc>Store
- Only one charged mod will be consumed per SpellMod apply, and it'll be compared against other mod priority
- This is proper way of handling Backdraft/Backlash and Deathchill/Killing Machine
Thanks to killerwife for info
- PvE combat is now always mutual. UNIT_FLAG_IN_COMBAT is backed by actual references to the units we're in combat with.
- PvP combat is now also tracked, and almost always mutual; spells like Vanish and Feign Death can break this rule. That means we can easily determine a list of players we're fighting.
- By extension, IsInCombatWith now has sensible behavior when invoked on nonplayers.
- Threat and combat systems are no longer the same.
- They still have an enforced relationship (threat implies combat - clearing combat clears threat)...
- ...but we can have combat without threat. A creature (with threat list) isn't considered to be engaged until it has an entry on its threat list...
- ...which means we can now faithfully replicate retail engage behavior. Combat on projectile launch - engagement start on projectile impact. Yay for progress!
- AI method refactor, as already ported in 6113b9d - `JustEngagedWith`, `JustEnteredCombat` and `JustExitedCombat`.
- Vehicle threat is now properly pooled on the main vehicle body (fixes#16542).
- Various edge case bug fixes for threat redirects (Misdirection "cancelling" Vigilance and similar).
- Target re-selection is now significantly faster.
- Fixed a ton of other smaller edge case bugs, probably.
Closes#7951 and #19998.
- Made SpellInfo::GetMaxTicks and AuraEffect::GetTotalTicks return the same number without mods (dumped arbitrary default return value of 6 and arbitrary 30 sec limit)
- They should be streamlined whenever SPELL_AURA_48 is implemented
- Fixed issues related with Parasitic Shadowfiend
- Updated script to new model
- Fixed loop of Parasitic Shadowfiend Summon
- Added a new spell (SPELL_REMOVE_PARASITIC_SHADOWFIEND)
- Fixed illidari elite attacking players
- SPELL_PARASITIC_SHADOWFIEND now is a negative aura
- Unify quest status checking function, use dedicated function instead of direct map checks
- Fixed seasonal quest chains and ability to complete the same quests rewarded in past
- Update area dependent auras on quest status change (they often requires specific quest status)
- Send all not stored quest rewards by mail
- When casting quest reward spell, check if it is not self casted, if so - use player to cast this spell
- Perform full db save on quest reward to prevent data desynchronization
- Don't allow to fail completed timed quests, except for quests which are completed right from the start
- Don't allow to share pooled quests, if they are not available in the current pool (eg sharing easy dalaran weeklies, stored at alt character)
- Remove seasonal quest if rewarded quest is removed
- Don't complete whole quest on AreaExplore event, check if there are no more requirements that should be fulfilled
- Quests with flag QUEST_SPECIAL_FLAGS_PLAYER_KILL can be only credited in quest zone
Closes#18913Closes#11187Closes#15279