- Move checks from Unit::IsTriggeredAtSpellProcEvent (old system) to Aura::IsProcTriggeredOnEvent (new system)
- Templatize SpellModOp param of Player::ApplySpellMod, also 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
- .debug hostil now shows spawn ID (DBGUID) in addition to current GUID (so you can .go creature to it)
- .npc temp now takes an additional argument before the creature entry that determines whether the spawned creature instantly despawns upon death. Default is instant despawn (current behavior).
- Add .npc evade command.
- Add .pet level command.
- .server shutdown and .server restart now fail with an error message if time is below a config var (GM.ForceShutdownThreshold, default 30s) as long as another player is connected.
- New commands .server shutdown force and .server restart force bypass this limitation.
- Migrate boundary logic to Maps/AreaBoundary instead of having it sit in InstanceScript (to possibly allow use for other purposes).
- Implement the first five boundary types in Maps/AreaBoundary.cpp.
- Add boundary checks to Creature's update logic
- Add boundary data for all Northrend raids
- Add boundary initialization structures and methods to InstanceScript
- Modify EnterEvadeMode signature. It now passes a value from the EvadeReason enum as parameter to allow special casing depending on evade reason
- Remove previous (weird) boundary code that had them linked to GO spawns
* Category cooldown is stored with the spell that started the cooldown (and only resetting cooldown on that spell will clear cooldowns on entire category - this fully mirrors client behavior)
* This significantly reduces the amount of data saved to database for cooldowns
* Spell casts from items that have a different category specified than on spell will now check for cooldown during the cast
(cherry picked from commit 1efb3f08e2)
Closes#15766Closes#15137Closes#14837
- Stop storing guid for auctioneer.
- Store instead house ID
- No separate ID for various houses. Only Horde, Alliance and Neutral.
- Removed non-needed faction checks.
- Use enum for auction house IDs
NOTE: This will expire all current auctions and return item to player (or
award to high bidder) in order to prepare database for the changes.
Implemented:
ca83e14f8bee1c1b97be18e4ab6911bf37446b3ccb854a2b7b
* This adds separate (per map) guid sequences depending on object type
* Ported map object container from cmangos/mangos-wotlk@a2d396e
* Added type container visitor for TypeUnorderedMapContainer
* Implemented helper function to erase unique pairs from multimap containers
* Moved object storage of all objects except players and transports to map level
* Added containers linking database spawn id with creature/gameobject in world
* Renamed DBTableGuid to spawnId
* Added a separate spawn id sequence generator for creatures and gameobjects - this will be used in db tables
* Moved building SMSG_UPDATE_OBJECT - updatefields changes broadcast to map update
* Added new function to return but not increment guid
* Adjusted .debug loadcells to show low guid in map before/after load
* Added debug messages for creature spawn/destroy, for map guid debugging
* Store all Gameobjects and Creatures added to OutdoorPvP, so the callback script can be removed when OutdoorPvP instance is destroyed.
Make sure you re-run cmake, because boost::iostreams was added as dependency.
Maybe you need to install libboost-iostreams1.55-dev on unix as well.
Import every update manual until (included) those INSERT IGNORE updates for each database.
Thanks DDuarte and Shauren for your amazing ideas, help and advises.
In hope that nobody gets a "Your database structure is not up to date..." anymore ,-)
(cherry picked from commit 352012e531)
(cherry picked from commit 1f7f9feafc)
For 3.3.5:
* Synchronized ConfigureBoost.cmake with 6.x, libboost-filesystem1.55-dev also added as dependency!
Signed-off-by: Naios <naios-dev@live.de>
Signed-off-by: Nayd <dnpd.dd@gmail.com>