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authorjoschiwald <joschiwald.trinity@gmail.com>2017-08-13 12:03:43 +0200
committerGitHub <noreply@github.com>2017-08-13 12:03:43 +0200
commit1f8fc55ac9d5b12acc56fa72e4ae61f24b910b0d (patch)
tree6c264542125fa45a169df89d1c16651481fead37 /dep/CascLib/src/CascRootFile_SC1.cpp
parentcb4dd92629149d94e5ded6c2e8b073173bbe042a (diff)
Core/Spells: Implementation of QAston proc system (#20131)
* Core/Spells: Implementation of QAston proc system - Move checks from Unit::IsTriggeredAtSpellProcEvent (old system) to Aura::IsProcTriggeredOnEvent (new system) - 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 (cherry picked from commit e641d0c7d71bdb21e443bf52bf508b1581e07839) # Conflicts: # sql/base/auth_database.sql # src/server/game/Entities/Player/Player.cpp # src/server/game/Entities/Player/Player.h # src/server/game/Entities/Unit/Unit.cpp # src/server/game/Entities/Unit/Unit.h # src/server/game/Spells/Auras/SpellAuraEffects.cpp # src/server/game/Spells/Auras/SpellAuras.cpp # src/server/game/Spells/Auras/SpellAuras.h # src/server/game/Spells/Spell.cpp # src/server/game/Spells/SpellEffects.cpp # src/server/game/Spells/SpellInfo.cpp # src/server/game/Spells/SpellMgr.cpp # src/server/game/Spells/SpellMgr.h # src/server/game/Spells/SpellScript.cpp
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