* 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 e641d0c7d7)
# 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
- Converted Unit::HandleDummyAuraProc function to AuraScripts
* Extra: DMC: Madness now uses DB texts. yay!
* Extra: improvements on Imp. Spell Reflection (range and max targets, filter caster with conditions)
- Fixed Glyph of Succubus. (Closes#6599)
- Changed old (not-blizz) behavior of Vampiric Embrace:
* Before: party heal affected the priest too and self heal was reduced by that amount to not over-heal
* Now: self heal amount not affected, rather filter the priest out of the party heal using conditions :)
- Solve bug in AQ 3p set bonus, it should only trigger when healing others, not self heals.
- Priest T10 2p bonus (heal) now rolls its effect properly
- Use brand new GetEffectiveHeal to fix#17142
- While we're at it, also close#17034 for good
- Converted Unit::HandleAuraProc function to AuraScripts (#17941)
- Converted Unit::HandleAuraProc function to AuraScripts (cont'd) (#17955)
- Corrected Flametongue weapon damage formula
- Actually check offhand weapon for flametongue in Lava Lash script
- Implemented halved proc chance for Missile Barrage on Arcane Barrage, Fireball, Frostbolt and Frostfire Bolt cast
- Converted Unit::HandleProcTriggerSpell function to AuraScripts (#17956)
- De-hack Earth shield. Fixes#13808
- Updated Honor among Thieves
- Implemented mana proc for Mark of Conquest in case of ranged attack
- Fixed Scent of Blood giving more stacks than the talent rank currently learnt.
- Ported old proc table. Proc system is dead. Long live the proc system!
- Recklessness should get charges removed per cast. Closes#15529
- Use proc system to remove Molten Core charges on Incinerate/Soul Fire cast. Closes#15942Closes#3463Closes#5401Closes#15595Closes#15974Closes#16679Closes#17925
(cherry picked from commit 2ff855054f)
# Conflicts:
# src/server/scripts/Northrend/UtgardeKeep/UtgardeKeep/utgarde_keep.cpp
# src/server/scripts/Spells/spell_dk.cpp
# src/server/scripts/Spells/spell_druid.cpp
# src/server/scripts/Spells/spell_hunter.cpp
# src/server/scripts/Spells/spell_item.cpp
# src/server/scripts/Spells/spell_mage.cpp
# src/server/scripts/Spells/spell_paladin.cpp
# src/server/scripts/Spells/spell_priest.cpp
# src/server/scripts/Spells/spell_rogue.cpp
# src/server/scripts/Spells/spell_shaman.cpp
# src/server/scripts/Spells/spell_warlock.cpp
# src/server/scripts/Spells/spell_warrior.cpp
* Prefer prefix ++/-- operators for non-primitive types.
* Variable 'ownerBonus' is reassigned a value before the old one has been used.
* Fix a wrong type of ownerBonus, sometimes it is float sometimes uint32
* Refactored cooldown handling to separate class shared by creatures and players
* Updated and enabled cooldown packets
* Implemented creature school lockouts
* Implemented spell charges
* Fixed AuraUpdate structure
* Fixed aura flag AFLAG_NOCASTER handling
* Implemented spell charge related auras
Fix some static analysis issues reported by Coverity.
Rename SpellMgr::EnsureSpellInfo() to SpellMgr::AssertSpellInfo() to be consistent with other similar methods.
Fix uninitialized values, most of which are false positives, always initialized before being accessed.
Add some asserts and additional NULL checks as sanity checks. Use SpellMgr::EnsureSpellInfo() if the spell id is valid and always supposed to return a valid not-NULL SpellInfo* .