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TrinityCore
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Spells
History
Shauren
756ee5832b
Core/Auras: Allow stacking of auras proced from different items
...
Closes issue
#2296
. --HG-- branch : trunk
2010-12-20 11:04:48 +01:00
..
CMakeLists.txt
BuildSystem/ALL: Remove unused custom code (most are duplicated as in examples)
2010-09-05 17:19:41 +02:00
spell_dk.cpp
Cleanup: implemented helper methods for manipulating percentage calculation and used it where appropriate (plus fixed some other warnings).
2010-12-11 20:37:38 +06:00
spell_druid.cpp
Core/ScriptSystem: Add compile time type check of function assigned to hooks - prevents incorrect function calls. Since this rev you have to put PrepareSpellScript(<yourscriptclassnamehere>) at the beginning of every spell script. Yes, i know it's unhandy, but unfortunately C++ preprocessor is very limited, so you have to do that extra work each time you write a script:(.
2010-10-08 21:33:44 +02:00
spell_generic.cpp
Core/Auras: Allow stacking of auras proced from different items
2010-12-20 11:04:48 +01:00
spell_hunter.cpp
Core/Spells: Fix a possible crash in spell_hun_readiness_SpellScript
2010-12-16 16:00:56 +01:00
spell_item.cpp
Scripts/AuraScript: Make AuraApplication in OnEffectPeriodic never be NULL.
2010-12-05 21:38:52 +01:00
spell_mage.cpp
Core/ScriptSystem: Add compile time type check of function assigned to hooks - prevents incorrect function calls. Since this rev you have to put PrepareSpellScript(<yourscriptclassnamehere>) at the beginning of every spell script. Yes, i know it's unhandy, but unfortunately C++ preprocessor is very limited, so you have to do that extra work each time you write a script:(.
2010-10-08 21:33:44 +02:00
spell_paladin.cpp
Scripts/AuraScript: Make AuraApplication in OnEffectPeriodic never be NULL.
2010-12-05 21:38:52 +01:00
spell_priest.cpp
Core/ScriptSystem: Add compile time type check of function assigned to hooks - prevents incorrect function calls. Since this rev you have to put PrepareSpellScript(<yourscriptclassnamehere>) at the beginning of every spell script. Yes, i know it's unhandy, but unfortunately C++ preprocessor is very limited, so you have to do that extra work each time you write a script:(.
2010-10-08 21:33:44 +02:00
spell_quest.cpp
Core/Unit: Renamed addUnitState/hasUnitState/clearUnitState to AddUnitState/HasUnitState/ClearUnitState
2010-12-17 13:43:24 +01:00
spell_rogue.cpp
Scripts/AuraScript: Make AuraApplication in OnEffectPeriodic never be NULL.
2010-12-05 21:38:52 +01:00
spell_shaman.cpp
Core: Add new system for parallelizing client packet processing. Handle WorldSession updates in Map::Update() where we are safe to proceed. Patch by Ambal.
2010-12-13 22:37:56 +01:00
spell_warlock.cpp
Core/ScriptSystem: Add compile time type check of function assigned to hooks - prevents incorrect function calls. Since this rev you have to put PrepareSpellScript(<yourscriptclassnamehere>) at the beginning of every spell script. Yes, i know it's unhandy, but unfortunately C++ preprocessor is very limited, so you have to do that extra work each time you write a script:(.
2010-10-08 21:33:44 +02:00
spell_warrior.cpp
Core/ScriptSystem: Add compile time type check of function assigned to hooks - prevents incorrect function calls. Since this rev you have to put PrepareSpellScript(<yourscriptclassnamehere>) at the beginning of every spell script. Yes, i know it's unhandy, but unfortunately C++ preprocessor is very limited, so you have to do that extra work each time you write a script:(.
2010-10-08 21:33:44 +02:00