mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-16 07:30:42 +01:00
They now follow this rule: The player's quest status of quest_start must have the mask defined in quest_start_status in order for the spell to be applied/kept. The player's quest status of quest_end must _NOT_ have the mask defined in quest_end_status in order for the spell to be removed To generate the mask: Take the QuestStatus enum in QuestDef.h, use (1 << theValueYouWant) to obtain a mask and you can use | to combine masks. This expands the usage of the spell_area table, making possible to give a player an aura while he has a quest, but remove it as soon as the quest is completed (not rewarded). Feature request by @Svannon