Fix AuraScript::Remove() triggering an assert with default parameter and log an error when Aura is removed with invalid mode AURA_REMOVE_NONE instead of triggering an assert deep down in the call tree.
Fix https://github.com/TrinityCore/TrinityCore/issues/714 , triggered by spell 50240 "Evasive Maneuvers" script
(cherry picked from commit 9ea93eae33)
Adds SpellScript hook to execute scripts after succesful dispels, example could be warlock pets Devour Magic, which should only trigger when succesfully dispelling an aura.
Visual studio does not support constexpr
Made semicolon after "Prepare*Script" mandatory - workaround for dumb IDEs inserting extra indentation level after newline
Hooks:
- DoCheckProc: executed when aura checks if it can proc
- DoPrepareProc: executed before aura procs (possibility to prevent charge drop/cooldown)
- OnProc: executed when aura procs
- OnEffectProc: executed when aura effect procs
- AfterEffectProc: executed after aura effect proced
- AfterProc: executed after aura proced and charges removed
using PreventDefaultAction() in DoPrepareProc will prevent charge drop and cooldown
default execution of a proc can prevented in OnEffectProc with PreventDefaultAction()
Now we should be able to convert almost all procs from Unit::ProcDamageAndSpellFor to SpellScripts
Notes to old proc system:
- if a proc has a cooldown we must check it in spellscript and add it when we handle the proc
- behavior with charge drops is possible undefined (use PreventDefaultAction() in OnEffectProc to notify that the script is executed)
- Store teleport coordinates to avoid recalculations each time someone has to be teleported
- Correct teleport error msg when player is charming or using vehicle
- Internal changes in storage types
- Proper code for missing achievement lock type
- Better debug msgs
- Trying to get rid of "Player*" and "Group*" inside LFGMgr as much as possible (Step 1)
-Drop condition CONDITION_SPELL_SCRIPT_TARGET, use other condition types instead
-Change CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET to CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET:
--allow using this condition for more spell implicit target types (not just ENTRY)
--SourceGroup value for this src type is now effMask and it's now required
Core/Spells: Unify the way implicit targets are handled, fully implement some partially implemented target types, fix some minor bugs found on the way, general improvements and cleanup.
- Added missing space to 'if', 'for', 'while' and 'switch' when it's followed by '('
- Added missing space after a comma and remove space before comma (with some exceptions)
- Remove trailing spaces
- Convert tab to spaces
Note: Only affects files with extension "cpp" and "h" under /src/server
* Call spell effect handlers in 4 modes:
- SPELL_EFFECT_HANDLE_LAUNCH - called when spell is launched (cast just finished)
- SPELL_EFFECT_HANDLE_LAUNCH_TARGET - called when spell is launched for each target in spell target map
- SPELL_EFFECT_HANDLE_HIT - called when spell hits its destination
- SPELL_EFFECT_HANDLE_HIT_TARGET - called when spell hits it's target from spell target map
*Correctly implement SPELL_EFFECT_TRIGGER_SPELL, SPELL_EFFECT_TRIGGER_SPELL_WITH_VALUE, SPELL_EFFECT_TRIGGER_MISSILE_SPELL_WITH_VALUE, SPELL_EFFECT_TRIGGER_MISSILE_SPELL
*Remove spell system hacks which became obsolete with this commit
Core/SpellScripts:
add OnEffectLaunch, OnEffectLaunchTarget, OnEffectHit, OnEffectHitTarget hooks for new effect handle modes and remove OnEffect hook.
A generic rule of thumb how to update your scripts (will work for nearly all cases) for spell system noobs:
if your spell script used GetHitXXXX function, you need to use OnEffectHitTarget, otherwise use
OnEffectHit