- 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
* Finally this commit enables dynamic script hotswapping
and finished the PR #15671.
* Split the storage layout to use optimized storages
for database bound and unbound scripts.
* Add several unload workers to reload scripts correctly
-> Requires further investigation.
* Fixes memory leaks in ScriptMgr when dropping invalid scripts.
* Fixes VehicleScripts
* Makes OutdoorPvP scripts reloadable
* Makes InstanceMapScripts reloadable
* Makes CommandScripts reloadable
(cherry picked from commit 9cc97f226d)
- Add new DB table `skill_perfect_item_template` that holds information about "perfect" crafts that replace the normal result
- Implement this new DB table into core (SkillExtraItems.cpp, SkillExtraItems.h, SpellEffects.cpp)
- Add data about perfect crafts to new DB table (2015_09_11_00_world.sql)
- Add reload capability to this new table (latch onto skill_extra_item_template to avoid changing command IDs)
Random other change because I stumbled across it and it annoyed me:
- npc_professions.cpp no longer uses magic numbers for quest IDs and creature IDs.
* Enable some BroadcastTexts stuff (is not finish)
* Added reload command for broadcast_text table
ToDo:
- Enable: Sound/Emote stuff, etc.
- Auth base need refresh
- creature_template.equipment_id deleted
- creature_equip_template.entry == creature_template.entry
- id field added to creature_equip_template -> PK(entry, id)
- id field in creature_equip_template starts at 1
- creature.equipment_id references id of creature_equip_template
- creature.equipment_id = 0 means no equipment at all (default 1)
- creature.equipment_id = -1 means pick a random equipment from creature_equip_template
- add equipment info to .npc info command
While table creature_equip_template got bigger in size, this system is easier to mantain and allows creatures to have a random template from a group of equipments
- Logging System is asyncronous to improve performance.
- Each msg and Logger has a Log Type and Log Level assigned. Each msg is assigned the Logger of same Log Type or "root" Logger is selected if there is no Logger configured for the given Log Type
- Loggers have a list of Appenders to send the msg to. The Msg in the Logger is not sent to Appenders if the msg LogLevel is lower than Logger LogLevel.
- There are three (at the moment) types of Appenders: Console, File or DB (this is WIP, not working ATM). Msg is not written to the resource if msg LogLevel is lower than Appender LogLevel.
- Appender and Console Log levels can be changed while server is active with command '.set loglevel (a/l) name level'
Explanation of use with Sample config:
Appender.Console.Type=1 (1 = Console)
Appender.Console.Level=2 (2 = Debug)
Appender.Server.Type=2 (2 = File)
Appender.Server.Level=3 (3 = Info)
Appender.Server.File=Server.log
Appender.SQL.Type=2 (2 = File)
Appender.SQL.Level=1 (1 = Trace)
Appender.SQL.File=sql.log
Appenders=Console Server (NOTE: SQL has not been included here... that will make core ignore the config for "SQL" as it's not in this list)
Logger.root.Type=0 (0 = Default - if it's not created by config, server will create it with LogLevel = DISABLED)
Logger.root.Level=5 (5 = Error)
Logger.root.Appenders=Console
Logger.SQL.Type=26 (26 = SQL)
Logger.SQL.Level=3 (2 = Debug)
Logger.SQL.Appenders=Console Server SQL
Logger.SomeRandomName.Type=24 (24 = Guild)
Logger.SomeRandomName.Level=5 (5 = Error)
Loggers=root SQL SomeRandomName
* At loading Appender SQL will be ignored, as it's not present on "Appenders"
* sLog->outDebug(LOG_FILTER_GUILD, "Some log msg related to Guilds")
- Msg is sent to Logger of Type LOG_FILTER_GUILD (24). Logger with name SomeRandomName is found but it's LogLevel = 5 and Msg LogLevel=2... Msg is not logged
* sLog->outError(LOG_FILTER_GUILD, "Some error log msg related to Guilds")
- Msg is sent to Logger of Type LOG_FILTER_GUILD (24). Logger with name SomeRandomeName is found with proper LogLevel but Logger does not have any Appenders assigned to that logger... Msg is not logged
* sLog->outDebug(LOG_FILTER_SQL, "Some msg related to SQLs")
- Msg is sent to Logger SQL (matches type), as it matches LogLevel the msg is sent to Appenders Console, Server and SQL
- Appender Console has lower Log Level: Msg is logged to Console
- Appender Server has higher Log Level: Msg is not logged to file
- Appender SQL has lower Log Level: Msg is logged to file sql.log
* sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Some msg related to Battelgrounds")
- Msg is sent to Logger root (Type 0) as no Logger was found with Type LOG_FILTER_BATTLEGROUND (13). As Logger has higher LogLevel msg is not sent to any appender
* sLog->outError(LOG_FILTER_BATTLEGROUND, "Some error msg related to Battelgrounds")
- Msg is sent to Logger root (Type 0) as no Logger was found with Type LOG_FILTER_BATTLEGROUND (13). Msg has lower LogLevel and is sent to Appender Console
- Appender Console has lower LogLevel: Msg is logged to Console
- Implement UNIT_FIELD_HOVERHEIGHT (requires DB data). This field, sent in update object packet, will determine the height at which a creature hovers if it has movementflag_hover applied. Note that hovering will now update the server-sided z-coordinate by the value of this field, and that all subsequent positional updates to the client will need to send z coordinate MINUS the hover height offset, or the hoverheight will be visually doubled client side.
- Correct our usage of movementflag_flying, movementflag_can_fly, movementflag_hover and movementflag_disable_gravity (previously levitate), and how they relate to InhabitType in the database. This fixes "flying creatures on steroids" bug (wings flapping too fast), and potentially a lot of visual issues in AI scripts. Note that a lot of scripts still set wrong movementflags, these need to be fixed on a case by case basis.
- Send correct packets for SPELL_AURA_FEATHER_FALL, SPELL_AURA_WATER_WALK and SPELL_AURA_HOVER apply/unapply.
- Send correct packet contents for movement update in Unit::SetSpeed.
- Misc. cleanup in affected scripts.