diff options
| author | ariel- <ariel-@users.noreply.github.com> | 2016-09-25 20:47:28 -0300 |
|---|---|---|
| committer | ariel- <ariel-@users.noreply.github.com> | 2016-10-04 20:21:55 -0300 |
| commit | e641d0c7d71bdb21e443bf52bf508b1581e07839 (patch) | |
| tree | 764e1afadfa69a8c1d1a9c709498c017d12409b4 /src/server/game/Spells/SpellInfo.cpp | |
| parent | 23902ff266c28fa83f3bab5646b3e5b93ab55380 (diff) | |
Core/Spells: Implementation of QAston proc system
- 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
Diffstat (limited to 'src/server/game/Spells/SpellInfo.cpp')
| -rw-r--r-- | src/server/game/Spells/SpellInfo.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/server/game/Spells/SpellInfo.cpp b/src/server/game/Spells/SpellInfo.cpp index 56399529651..f69f49eb509 100644 --- a/src/server/game/Spells/SpellInfo.cpp +++ b/src/server/game/Spells/SpellInfo.cpp @@ -519,7 +519,7 @@ float SpellEffectInfo::CalcValueMultiplier(Unit* caster, Spell* spell) const { float multiplier = ValueMultiplier; if (Player* modOwner = (caster ? caster->GetSpellModOwner() : NULL)) - modOwner->ApplySpellMod(_spellInfo->Id, SPELLMOD_VALUE_MULTIPLIER, multiplier, spell); + modOwner->ApplySpellMod<SPELLMOD_VALUE_MULTIPLIER>(_spellInfo->Id, multiplier, spell); return multiplier; } @@ -527,7 +527,7 @@ float SpellEffectInfo::CalcDamageMultiplier(Unit* caster, Spell* spell) const { float multiplierPercent = DamageMultiplier * 100.0f; if (Player* modOwner = (caster ? caster->GetSpellModOwner() : NULL)) - modOwner->ApplySpellMod(_spellInfo->Id, SPELLMOD_DAMAGE_MULTIPLIER, multiplierPercent, spell); + modOwner->ApplySpellMod<SPELLMOD_DAMAGE_MULTIPLIER>(_spellInfo->Id, multiplierPercent, spell); return multiplierPercent / 100.0f; } @@ -547,7 +547,7 @@ float SpellEffectInfo::CalcRadius(Unit* caster, Spell* spell) const radius += RadiusEntry->RadiusPerLevel * caster->getLevel(); radius = std::min(radius, RadiusEntry->RadiusMax); if (Player* modOwner = caster->GetSpellModOwner()) - modOwner->ApplySpellMod(_spellInfo->Id, SPELLMOD_RADIUS, radius, spell); + modOwner->ApplySpellMod<SPELLMOD_RADIUS>(_spellInfo->Id, radius, spell); } return radius; @@ -2109,7 +2109,7 @@ float SpellInfo::GetMaxRange(bool positive, Unit* caster, Spell* spell) const range = RangeEntry->maxRangeHostile; if (caster) if (Player* modOwner = caster->GetSpellModOwner()) - modOwner->ApplySpellMod(Id, SPELLMOD_RANGE, range, spell); + modOwner->ApplySpellMod<SPELLMOD_RANGE>(Id, range, spell); return range; } @@ -2255,7 +2255,7 @@ int32 SpellInfo::CalcPowerCost(Unit const* caster, SpellSchoolMask schoolMask) c // Apply cost mod by spell if (Player* modOwner = caster->GetSpellModOwner()) - modOwner->ApplySpellMod(Id, SPELLMOD_COST, powerCost); + modOwner->ApplySpellMod<SPELLMOD_COST>(Id, powerCost); if (!caster->IsControlledByPlayer()) { @@ -2433,7 +2433,7 @@ bool SpellInfo::_IsPositiveEffect(uint8 effIndex, bool deep) const // Amplify Magic, Dampen Magic if (SpellFamilyFlags[0] == 0x00002000) return true; - // Ignite + // Impact if (SpellIconID == 45) return true; break; |
