/* * Copyright (C) 2008-2011 TrinityCore * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ /* * An example of a spell script file * to bind a script to spell you have to add entry for it in `spell_script_names` * where `spell_id` is id of the spell to bind * and `ScriptName` is the name of a script assigned on registration */ #include "ScriptPCH.h" #include "SpellAuras.h" #include "SpellAuraEffects.h" enum Spells { SPELL_TRIGGERED = 18282 }; class spell_ex_5581 : public SpellScriptLoader { public: spell_ex_5581() : SpellScriptLoader("spell_ex_5581") { } class spell_ex_5581SpellScript : public SpellScript { // initialize script, this macro does compile time check for type of the function - prevents possible issues // if you have assigned wrong type of function to a hook you'll receive type conversion error during build // this line is required, otherwise you'll get XXXHandlerFunction - identifier not found errors PrepareSpellScript(spell_ex_5581SpellScript); std::string localVariable; char* localVariable2; // function called on server startup // checks if script has data required for it to work bool Validate(SpellInfo const* /*spellEntry*/) { // check if spellid 70522 exists in dbc, we will trigger it later if (!sSpellMgr->GetSpellInfo(SPELL_TRIGGERED)) return false; return true; } // function called just after script is added to spell // we initialize local variables if needed bool Load() { localVariable = "we're using local variable"; localVariable2 = new char(); return true; // return false - script will be immediately removed from the spell // for example - we don't want this script to be executed on a creature // if (GetCaster()->GetTypeID() != TYPEID_PLAYER) // return false; } // function called just before script delete // we free allocated memory void Unload() { delete localVariable2; } void HandleDummy(SpellEffIndex /*effIndex*/) { // we're handling SPELL_EFFECT_DUMMY in effIndex 0 here sLog->outString("SPELL_EFFECT_DUMMY is executed on target!"); // make caster cast a spell on a unit target of effect if (Unit* target = GetHitUnit()) GetCaster()->CastSpell(target, SPELL_TRIGGERED, true); } void HandleBeforeHit() { sLog->outString("Spell is about to hit target!"); } void HandleOnHit() { sLog->outString("Spell just hit target!"); } void HandleAfterHit() { sLog->outString("Spell just finished hitting target!"); } void FilterTargets(std::list& /*targetList*/) { // usually you want this call for Area Target spells sLog->outString("Spell is about to add targets from targetList to final targets!"); } // register functions used in spell script - names of these functions do not matter void Register() { // we're registering our function here // function HandleDummy will be called when unit is hit by spell, just before default effect 0 handler //OnEffect += SpellEffectFn(spell_ex_5581SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY); OnEffect += SpellEffectFn(spell_ex_5581SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY); // this will prompt an error on startup because effect 0 of spell 49375 is set to SPELL_EFFECT_DUMMY, not SPELL_EFFECT_APPLY_AURA //OnEffect += SpellEffectFn(spell_gen_49375SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_APPLY_AURA); // this will make HandleDummy function to be called on first != 0 effect of spell 49375 //OnEffect += SpellEffectFn(spell_gen_49375SpellScript::HandleDummy, EFFECT_FIRST_FOUND, SPELL_EFFECT_ANY); // this will make HandleDummy function to be called on all != 0 effect of spell 49375 //OnEffect += SpellEffectFn(spell_gen_49375SpellScript::HandleDummy, EFFECT_ALL, SPELL_EFFECT_ANY); // bind handler to BeforeHit event of the spell BeforeHit += SpellHitFn(spell_ex_5581SpellScript::HandleBeforeHit); // bind handler to OnHit event of the spell OnHit += SpellHitFn(spell_ex_5581SpellScript::HandleOnHit); // bind handler to AfterHit event of the spell AfterHit += SpellHitFn(spell_ex_5581SpellScript::HandleAfterHit); // bind handler to OnUnitTargetSelect event of the spell //OnUnitTargetSelect += SpellUnitTargetFn(spell_ex_5581SpellScript::FilterTargets, EFFECT_0, TARGET_UNIT_CASTER); } }; // function which creates SpellScript SpellScript* GetSpellScript() const { return new spell_ex_5581SpellScript(); } }; class spell_ex_66244 : public SpellScriptLoader { public: spell_ex_66244() : SpellScriptLoader("spell_ex_66244") { } class spell_ex_66244AuraScript : public AuraScript { PrepareAuraScript(spell_ex_66244AuraScript); // function called on server startup // checks if script has data required for it to work bool Validate(SpellInfo const* /*spellEntry*/) { // check if spellid exists in dbc, we will trigger it later if (!sSpellMgr->GetSpellInfo(SPELL_TRIGGERED)) return false; return true; } // function called in aura constructor // we initialize local variables if needed bool Load() { // do not load script if aura is casted by player or caster not avalible if (Unit* caster = GetCaster()) if (caster->GetTypeId() == TYPEID_PLAYER) return true; return false; } void HandleOnEffectApply(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/) { sLog->outString("Aura Effect is about to be applied on target!"); // this hook allows you to prevent execution of AuraEffect handler, or to replace it with your own handler //PreventDefaultAction(); } void HandleOnEffectRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/) { sLog->outString("Aura Effect is about to be removed from target!"); // this hook allows you to prevent execution of AuraEffect handler, or to replace it with your own handler //PreventDefaultAction(); } void HandleAfterEffectApply(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/) { sLog->outString("Aura Effect has just been applied on target!"); Unit* target = GetTarget(); // cast spell on target on aura apply target->CastSpell(target, SPELL_TRIGGERED, true); } void HandleAfterEffectRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/) { sLog->outString("Aura Effect has just been just removed from target!"); Unit* target = GetTarget(); Unit* caster = GetCaster(); // caster may be not avalible (logged out for example) if (!caster) return; // cast spell on caster on aura remove target->CastSpell(caster, SPELL_TRIGGERED, true); } void HandleEffectPeriodic(AuraEffect const* /*aurEff*/) { sLog->outString("Perioidic Aura Effect is does a tick on target!"); Unit* target = GetTarget(); // aura targets damage self on tick target->DealDamage(target, 100); } void HandleEffectPeriodicUpdate(AuraEffect* aurEff) { sLog->outString("Perioidic Aura Effect is now updated!"); // we're doubling aura amount every tick aurEff->ChangeAmount(aurEff->GetAmount() * 2); } void HandleEffectCalcAmount(AuraEffect const* /*aurEff*/, int32& amount, bool& canBeRecalculated) { sLog->outString("Amount of Aura Effect is being calculated now!"); // we're setting amount to 100 amount = 100; // amount will be never recalculated due to applying passive aura canBeRecalculated = false; } void HandleEffectCalcPeriodic(AuraEffect const* /*aurEff*/, bool& isPeriodic, int32& amplitude) { sLog->outString("Periodic data of Aura Effect is being calculated now!"); // we're setting aura to be periodic and tick every 10 seconds isPeriodic = true; amplitude = 2 * IN_MILLISECONDS; } void HandleEffectCalcSpellMod(AuraEffect const* /*aurEff*/, SpellModifier*& spellMod) { sLog->outString("SpellMod data of Aura Effect is being calculated now!"); // we don't want spellmod for example if (spellMod) { delete spellMod; spellMod = NULL; } /* // alternative: we want spellmod for spell which doesn't have it if (!spellMod) { spellMod = new SpellModifier(GetAura()); spellMod->op = SPELLMOD_DOT; spellMod->type = SPELLMOD_PCT; spellMod->spellId = GetId(); spellMod->mask[1] = 0x00002000; } */ } // function registering void Register() { OnEffectApply += AuraEffectApplyFn(spell_ex_66244AuraScript::HandleOnEffectApply, EFFECT_0, SPELL_AURA_DUMMY, AURA_EFFECT_HANDLE_REAL); OnEffectRemove += AuraEffectRemoveFn(spell_ex_66244AuraScript::HandleOnEffectRemove, EFFECT_0, SPELL_AURA_DUMMY, AURA_EFFECT_HANDLE_REAL); // AURA_EFFECT_HANDLE_REAL_OR_REAPPLY_MASK - makes handler to be called when aura is reapplied on target AfterEffectApply += AuraEffectApplyFn(spell_ex_66244AuraScript::HandleAfterEffectApply, EFFECT_0, SPELL_AURA_DUMMY, AURA_EFFECT_HANDLE_REAL_OR_REAPPLY_MASK); AfterEffectRemove += AuraEffectRemoveFn(spell_ex_66244AuraScript::HandleAfterEffectRemove, EFFECT_0, SPELL_AURA_DUMMY, AURA_EFFECT_HANDLE_REAL); OnEffectPeriodic += AuraEffectPeriodicFn(spell_ex_66244AuraScript::HandleEffectPeriodic, EFFECT_0, SPELL_AURA_DUMMY); OnEffectUpdatePeriodic += AuraEffectUpdatePeriodicFn(spell_ex_66244AuraScript::HandleEffectPeriodicUpdate, EFFECT_0, SPELL_AURA_DUMMY); DoEffectCalcAmount += AuraEffectCalcAmountFn(spell_ex_66244AuraScript::HandleEffectCalcAmount, EFFECT_0, SPELL_AURA_DUMMY); DoEffectCalcPeriodic += AuraEffectCalcPeriodicFn(spell_ex_66244AuraScript::HandleEffectCalcPeriodic, EFFECT_0, SPELL_AURA_DUMMY); DoEffectCalcSpellMod += AuraEffectCalcSpellModFn(spell_ex_66244AuraScript::HandleEffectCalcSpellMod, EFFECT_0, SPELL_AURA_DUMMY); /*OnApply += AuraEffectApplyFn(); OnRemove += AuraEffectRemoveFn(); DoCheckAreaTarget += AuraCheckAreaTargetFn();*/ } /* void OnApply() { } void OnRemove() { } bool DoCheckAreaTarget(Unit* proposedTarget) { }*/ }; // function which creates AuraScript AuraScript* GetAuraScript() const { return new spell_ex_66244AuraScript(); } }; // example usage of OnEffectManaShield and AfterEffectManaShield hooks // see spell_ex_absorb_aura, these hooks work the same as OnEffectAbsorb and AfterEffectAbsorb // example usage of OnEffectAbsorb and AfterEffectAbsorb hooks class spell_ex_absorb_aura : public SpellScriptLoader { public: spell_ex_absorb_aura() : SpellScriptLoader("spell_ex_absorb_aura") { } class spell_ex_absorb_auraAuraScript : public AuraScript { PrepareAuraScript(spell_ex_absorb_auraAuraScript); void HandleOnEffectAbsorb(AuraEffect* /*aurEff*/, DamageInfo & dmgInfo, uint32 & absorbAmount) { sLog->outString("Our aura is now absorbing damage done to us!"); // absorb whole damage done to us absorbAmount = dmgInfo.GetDamage(); } void HandleAfterEffectAbsorb(AuraEffect* /*aurEff*/, DamageInfo & /*dmgInfo*/, uint32 & absorbAmount) { sLog->outString("Our aura has absorbed %u damage!", absorbAmount); } // function registering void Register() { OnEffectAbsorb += AuraEffectAbsorbFn(spell_ex_absorb_auraAuraScript::HandleOnEffectAbsorb, EFFECT_0); AfterEffectAbsorb += AuraEffectAbsorbFn(spell_ex_absorb_auraAuraScript::HandleAfterEffectAbsorb, EFFECT_0); } }; // function which creates AuraScript AuraScript* GetAuraScript() const { return new spell_ex_absorb_auraAuraScript(); } }; class spell_ex_463 : public SpellScriptLoader { public: spell_ex_463() : SpellScriptLoader("spell_ex_463") { } class spell_ex_463AuraScript : public AuraScript { PrepareAuraScript(spell_ex_463AuraScript); bool CheckAreaTarget(Unit* target) { sLog->outString("Area aura checks if unit is a valid target for it!"); // in our script we allow only players to be affected return target->GetTypeId() == TYPEID_PLAYER; } void Register() { DoCheckAreaTarget += AuraCheckAreaTargetFn(spell_ex_463AuraScript::CheckAreaTarget); } }; // function which creates AuraScript AuraScript* GetAuraScript() const { return new spell_ex_463AuraScript(); } }; // this function has to be added to function set in ScriptLoader.cpp void AddSC_example_spell_scripts() { new spell_ex_5581; new spell_ex_66244; new spell_ex_absorb_aura; new spell_ex_463; } /* empty script for copypasting class spell_ex : public SpellScriptLoader { public: spell_ex() : SpellScriptLoader("spell_ex") { } class spell_ex_SpellScript : public SpellScript { PrepareSpellScript(spell_ex_SpellScript); //bool Validate(SpellInfo const* spellEntry){return true;} //bool Load(){return true;} //void Unload(){} //void Function(SpellEffIndex effIndex) //OnEffect += SpellEffectFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_EFFECT_ANY); //void Function() //OnHit += SpellEffectFn(spell_ex_SpellScript::Function); void Register() { } }; SpellScript* GetSpellScript() const { return new spell_ex_SpellScript(); } }; */ /* empty script for copypasting class spell_ex : public SpellScriptLoader { public: spell_ex() : SpellScriptLoader("spell_ex") { } class spell_ex_AuraScript : public AuraScript { PrepareAuraScript(spell_ex) //bool Validate(SpellInfo const* spellEntry){return true;} //bool Load(){return true;} //void Unload(){} //void spell_ex_SpellScript::Function(AuraEffect const* aurEff, AuraEffectHandleModes mode) //OnEffectApply += AuraEffectApplyFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_AURA_ANY, AURA_EFFECT_HANDLE_REAL); //void spell_ex_SpellScript::Function(AuraEffect const* aurEff, AuraEffectHandleModes mode) //OnEffectRemove += AuraEffectRemoveFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_AURA_ANY, AURA_EFFECT_HANDLE_REAL); //void spell_ex_SpellScript::Function(AuraEffect const* aurEff) //OnEffectPeriodic += AuraEffectPeriodicFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_AURA_ANY); //void spell_ex_SpellScript::Function(AuraEffect* aurEff) //OnEffectUpdatePeriodic += AuraEffectUpdatePeriodicFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_AURA_ANY); //void spell_ex_SpellScript::Function(AuraEffect const* aurEff, int32& amount, bool& canBeRecalculated) //DoEffectCalcAmount += AuraEffectCalcAmountFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_AURA_ANY); //void spell_ex_SpellScript::Function(AuraEffect const* aurEff, bool& isPeriodic, int32& amplitude) //OnEffectCalcPeriodic += AuraEffectCalcPeriodicFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_AURA_ANY); //void spell_ex_SpellScript::Function(AuraEffect const* aurEff, SpellModifier*& spellMod) //OnEffectCalcSpellMod += AuraEffectCalcSpellModFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_AURA_ANY); void Register() { } }; AuraScript* GetAuraScript() const { return new spell_ex_AuraScript(); } }; */