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Autor Vladimir.
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Added missing data to world.sql.
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Thank you Aokromes for being there!
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RewSpellCast=-1. If -1 remove all auras applied to player at quest start).
Thank you Warhead.
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How about me saving the damn file before committing first...
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Update world.sql too. Final part later today to complete the work.
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Moved old sql update files to sql\updates\3.2.2a_old folder.
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PROC_FLAG_TAKEN_POSITIVE_MAGIC_SPELL is removed.
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* Thanks to Aokromes for the original idea of adding it to .npc info output.
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* Change system logic - unify Auras, AreaAuras and PersistentAreaAuras:
* Aura has now its owner - which is the WorldObject, which applies aura (creates AuraApplication object) dependant on aura radius, and effect type
* Owner can be Dynobj (DynObjAura class) for PersistentAreaAuras, or Unit (UnitAura class) for Area and nonArea auras
* Aura data is shared for all units which have AuraApplication of the Aura
* Because of that AuraEffect handlers , and periodic tick functions can't modify AuraEffect object (they are const now)
* Remove spell source and AreaAuraEffect classes
* Add AuraEffect::UpdatePeriodic function, to allow periodic aura object modification (target independant)
* Add AuraEffect::CalculateAmount and AuraEffect::CalculateSpellMod function, to allow non-default amount calculation
* AreaAura updates are done in owner _UpdateSpells cycle
* Since now you don't need to wait an aura update cycle to get area aura applied on it's correct target list
* And you can access area aura target list
* Add basic support for aura amount recalculation
* Save recalculation state and base amount of auras to db
* Add AuraEffect::CalculatePeriodic function to determine if aura is periodic, and to set correct tick number after aura is loaded from db
* Add ChangeAmount function in addition to SetAmount function, to allow easy reapplication of AuraEffect handlers on all targets
* Sort aura effect handlers in SpellAuras.cpp and .h by their use
* Add check for already existing aura of that type to some AuraEffect handlers, to prevent incorrect effect removal
* SPELL_AURA_CONVERT_RUNE and MOD_POWER_REGEN and MOD_REGEN hacky handlers are now implemented correctly
* Send aura application client update only once per unit update - prevent unnecesary packet spam
* Fix ByteBuffer::appendPackGUID function - it added additionall 0s at the end of the packet
* Fix memory leak at player creation (not deleted auras)
* Updated some naming conventions (too many to mention)
* Added Unit::GetAuraOfRankedSpell() function
* Remove procflags on aura remove, use Aura::HandleAuraSpecificMods instead
* Added functions to maintain owned auras (GetOwnedAuras, GetOwnedAura, RemoveOwnedAura, etc)
* Implement AURA_INTERRUPT_FLAG_LANDING
* Implement EffectPlayerNotification (thanks to Spp)
* Remove wrong aura 304 handler
* Add better handler for death runes
* Remove unnecesary variables from DynamicObject class, and cleanup related code, link dynobj duration with aura
* Add GetAuraEffectTriggerTarget function in CreatureAi for special target selection for periodic trigger auras used in a script
* Add many assert() procection from idiots using some functions in wrong way
* I am to lazy to write here anything more
Thanks to Visagalis for testing this patch
PS: Do not make patches like this, please
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1. Removed hardcoded proc chance for Lesser Healing Wave (all ranks had equal proc chance).
2. Added proc chance for Chain Heal (patch 3.2).
3. Fixed bug with Lesser Healing Wave and Chain Heal rolled default spell proc chance at first and then correct chance in dummy proc. So they have never ever proced for low ranks of the talent.
4. Removed consumption of charges (patch 3.2).
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Thanks to Zor and raczman.
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will no longer be limited
to 7 procs per minute, and will now be able to cast on every hit.
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*
* Using the value -1 will add the same value for all realms.
* Make sure to apply the updates.
* Information regarding this patch will be posted on the database forums soon.
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* Thanks to Sundark and the Ilixiuemu team(for original patch)
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apply too the sql fix for commit 6674 on tdb forums.
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* As long as creature level, class, and the proper expansion they are from are
* set in creature_template, you will have 100% accurate health and mana.
* Research and base stats table done by Malcrom -- THANK YOU!
* Original patch by Kudlaty -- THANK YOU!
* Updated and enhanced by Machiavelli - THANK YOU!
* Optimizations by w12x, MrSmite, and XTZGZoReX -- THANK YOU!
* Final code updating for current rev by XTZGZoReX -- THANK YOU!
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* faction) IE: need to LOSE reputation with that faction.
* Original patch by Brian / Ported to latest rev. by Kudlaty -- THANKS!
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world_spell_full.sql and world_trinity_string_full.sql files removed.
From now on Devs will update world.sql only, whther it is matter of structure changes or data content for the tables which must be handled by core devs.
All the other tables will be handled by DB projects.
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* This will allow proper data to be used
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* DB support required
* Closes #859
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* if data1=-1
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* Store loot in mail_loot_template indexed by mail template ids.
* Implement proper creating mail text copy item from mail template based mail.
* Move send functions to new MailDraft class from WorldSession.
* Implement mails sending at player levelup.
* Autor VladimirMangos, converted by me.
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* the larger values that are coming from WDB.
* Thanks to Malcrom
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* templates.
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* Thanks to Malcrom for doing the research.
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quest giver
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excessively large data types, unnecessary or wrong casts, non-standardized function calls, and so on..
*Proper Maexxna Web Spray locations (old locations sent players flying into the air)
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ids are no longer incorrectly chosen based on player faction.
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