mirror of
https://github.com/araxiaonline/TrinityCore.git
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492 lines
22 KiB
C++
492 lines
22 KiB
C++
/*
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* Copyright (C) 2008-2013 TrinityCore <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* An example of a spell script file
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* to bind a script to spell you have to add entry for it in `spell_script_names`
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* where `spell_id` is id of the spell to bind
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* and `ScriptName` is the name of a script assigned on registration
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*/
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#include "ScriptMgr.h"
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#include "SpellAuras.h"
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#include "SpellAuraEffects.h"
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#include "SpellScript.h"
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#include "Player.h"
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enum Spells
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{
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SPELL_TRIGGERED = 18282
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};
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class spell_ex_5581 : public SpellScriptLoader
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{
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public:
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spell_ex_5581() : SpellScriptLoader("spell_ex_5581") { }
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class spell_ex_5581SpellScript : public SpellScript
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{
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// initialize script, this macro does compile time check for type of the function - prevents possible issues
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// if you have assigned wrong type of function to a hook you'll receive type conversion error during build
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// this line is required, otherwise you'll get XXXHandlerFunction - identifier not found errors
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PrepareSpellScript(spell_ex_5581SpellScript);
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std::string localVariable;
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char* localVariable2;
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// function called on server startup
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// checks if script has data required for it to work
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bool Validate(SpellInfo const* /*spellEntry*/)
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{
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// check if spellid 70522 exists in dbc, we will trigger it later
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if (!sSpellMgr->GetSpellInfo(SPELL_TRIGGERED))
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return false;
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return true;
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}
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// function called just after script is added to spell
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// we initialize local variables if needed
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bool Load()
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{
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localVariable = "we're using local variable";
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localVariable2 = new char();
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return true;
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// return false - script will be immediately removed from the spell
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// for example - we don't want this script to be executed on a creature
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// if (GetCaster()->GetTypeID() != TYPEID_PLAYER)
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// return false;
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}
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// function called just before script delete
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// we free allocated memory
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void Unload()
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{
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delete localVariable2;
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}
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void HandleBeforeCast()
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{
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// this hook is executed before anything about casting the spell is done
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// after this hook is executed all the machinery starts
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sLog->outInfo(LOG_FILTER_GENERAL, "Caster just finished preparing the spell (cast bar has expired)");
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}
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void HandleOnCast()
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{
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// cast is validated and spell targets are selected at this moment
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// this is a last place when the spell can be safely interrupted
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sLog->outInfo(LOG_FILTER_GENERAL, "Spell is about to do take reagents, power, launch missile, do visuals and instant spell effects");
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}
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void HandleAfterCast()
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "All immediate Actions for the spell are finished now");
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// this is a safe for triggering additional effects for a spell without interfering
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// with visuals or with other effects of the spell
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//GetCaster()->CastSpell(target, SPELL_TRIGGERED, true);
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}
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SpellCastResult CheckRequirement()
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{
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// in this hook you can add additional requirements for spell caster (and throw a client error if reqs're not passed)
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// in this case we're disallowing to select non-player as a target of the spell
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//if (!GetExplTargetUnit() || GetExplTargetUnit()->ToPlayer())
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//return SPELL_FAILED_BAD_TARGETS;
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return SPELL_CAST_OK;
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}
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void HandleDummyLaunch(SpellEffIndex /*effIndex*/)
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "Spell %u with SPELL_EFFECT_DUMMY is just launched!", GetSpellInfo()->Id);
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}
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void HandleDummyLaunchTarget(SpellEffIndex /*effIndex*/)
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{
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uint64 targetGUID = 0;
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if (Unit* unitTarget = GetHitUnit())
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targetGUID = unitTarget->GetGUID();
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// we're handling SPELL_EFFECT_DUMMY in effIndex 0 here
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sLog->outInfo(LOG_FILTER_GENERAL, "Spell %u with SPELL_EFFECT_DUMMY is just launched at it's target: " UI64FMTD "!", GetSpellInfo()->Id, targetGUID);
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}
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void HandleDummyHit(SpellEffIndex /*effIndex*/)
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "Spell %u with SPELL_EFFECT_DUMMY has hit!", GetSpellInfo()->Id);
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}
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void HandleDummyHitTarget(SpellEffIndex /*effIndex*/)
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "SPELL_EFFECT_DUMMY is hits it's target!");
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// make caster cast a spell on a unit target of effect
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if (Unit* target = GetHitUnit())
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GetCaster()->CastSpell(target, SPELL_TRIGGERED, true);
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}
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void HandleBeforeHit()
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "Spell is about to hit target!");
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}
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void HandleOnHit()
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "Spell just hit target!");
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}
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void HandleAfterHit()
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "Spell just finished hitting target!");
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}
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void FilterTargets(std::list<Unit*>& /*targetList*/)
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{
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// usually you want this call for Area Target spells
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sLog->outInfo(LOG_FILTER_GENERAL, "Spell is about to add targets from targetList to final targets!");
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}
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// register functions used in spell script - names of these functions do not matter
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void Register()
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{
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// we're registering our functions here
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BeforeCast += SpellCastFn(spell_ex_5581SpellScript::HandleBeforeCast);
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OnCast += SpellCastFn(spell_ex_5581SpellScript::HandleOnCast);
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AfterCast += SpellCastFn(spell_ex_5581SpellScript::HandleAfterCast);
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OnCheckCast += SpellCheckCastFn(spell_ex_5581SpellScript::CheckRequirement);
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// function HandleDummy will be called when spell is launched, independant from targets selected for spell, just before default effect 0 launch handler
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OnEffectLaunch += SpellEffectFn(spell_ex_5581SpellScript::HandleDummyLaunch, EFFECT_0, SPELL_EFFECT_DUMMY);
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// function HandleDummy will be called when spell is launched at target, just before default effect 0 launch at target handler
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OnEffectLaunchTarget += SpellEffectFn(spell_ex_5581SpellScript::HandleDummyLaunchTarget, EFFECT_0, SPELL_EFFECT_DUMMY);
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// function HandleDummy will be called when spell hits it's destination, independant from targets selected for spell, just before default effect 0 hit handler
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OnEffectHit += SpellEffectFn(spell_ex_5581SpellScript::HandleDummyHit, EFFECT_0, SPELL_EFFECT_DUMMY);
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// function HandleDummy will be called when unit is hit by spell, just before default effect 0 hit target handler
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OnEffectHitTarget += SpellEffectFn(spell_ex_5581SpellScript::HandleDummyHitTarget, EFFECT_0, SPELL_EFFECT_DUMMY);
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// this will prompt an error on startup because effect 0 of spell 49375 is set to SPELL_EFFECT_DUMMY, not SPELL_EFFECT_APPLY_AURA
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//OnEffectHitTarget += SpellEffectFn(spell_gen_49375SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_APPLY_AURA);
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// this will make HandleDummy function to be called on first != 0 effect of spell 49375
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//OnEffectHitTarget += SpellEffectFn(spell_gen_49375SpellScript::HandleDummy, EFFECT_FIRST_FOUND, SPELL_EFFECT_ANY);
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// this will make HandleDummy function to be called on all != 0 effect of spell 49375
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//OnEffectHitTarget += SpellEffectFn(spell_gen_49375SpellScript::HandleDummy, EFFECT_ALL, SPELL_EFFECT_ANY);
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// bind handler to BeforeHit event of the spell
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BeforeHit += SpellHitFn(spell_ex_5581SpellScript::HandleBeforeHit);
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// bind handler to OnHit event of the spell
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OnHit += SpellHitFn(spell_ex_5581SpellScript::HandleOnHit);
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// bind handler to AfterHit event of the spell
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AfterHit += SpellHitFn(spell_ex_5581SpellScript::HandleAfterHit);
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// bind handler to OnUnitTargetSelect event of the spell
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//OnUnitTargetSelect += SpellUnitTargetFn(spell_ex_5581SpellScript::FilterTargets, EFFECT_0, TARGET_UNIT_CASTER);
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}
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};
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// function which creates SpellScript
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SpellScript* GetSpellScript() const
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{
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return new spell_ex_5581SpellScript();
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}
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};
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class spell_ex_66244 : public SpellScriptLoader
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{
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public:
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spell_ex_66244() : SpellScriptLoader("spell_ex_66244") { }
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class spell_ex_66244AuraScript : public AuraScript
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{
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PrepareAuraScript(spell_ex_66244AuraScript);
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// function called on server startup
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// checks if script has data required for it to work
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bool Validate(SpellInfo const* /*spellEntry*/)
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{
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// check if spellid exists in dbc, we will trigger it later
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if (!sSpellMgr->GetSpellInfo(SPELL_TRIGGERED))
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return false;
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return true;
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}
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// function called in aura constructor
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// we initialize local variables if needed
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bool Load()
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{
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// do not load script if aura is casted by player or caster not avalible
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if (Unit* caster = GetCaster())
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if (caster->GetTypeId() == TYPEID_PLAYER)
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return true;
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return false;
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}
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void HandleOnEffectApply(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "Aura Effect is about to be applied on target!");
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// this hook allows you to prevent execution of AuraEffect handler, or to replace it with your own handler
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//PreventDefaultAction();
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}
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void HandleOnEffectRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "Aura Effect is about to be removed from target!");
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// this hook allows you to prevent execution of AuraEffect handler, or to replace it with your own handler
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//PreventDefaultAction();
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}
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void HandleAfterEffectApply(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "Aura Effect has just been applied on target!");
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Unit* target = GetTarget();
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// cast spell on target on aura apply
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target->CastSpell(target, SPELL_TRIGGERED, true);
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}
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void HandleAfterEffectRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "Aura Effect has just been just removed from target!");
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Unit* target = GetTarget();
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Unit* caster = GetCaster();
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// caster may be not avalible (logged out for example)
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if (!caster)
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return;
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// cast spell on caster on aura remove
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target->CastSpell(caster, SPELL_TRIGGERED, true);
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}
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void HandleEffectPeriodic(AuraEffect const* /*aurEff*/)
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "Perioidic Aura Effect is does a tick on target!");
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Unit* target = GetTarget();
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// aura targets damage self on tick
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target->DealDamage(target, 100);
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}
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void HandleEffectPeriodicUpdate(AuraEffect* aurEff)
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "Perioidic Aura Effect is now updated!");
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// we're doubling aura amount every tick
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aurEff->ChangeAmount(aurEff->GetAmount() * 2);
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}
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void HandleEffectCalcAmount(AuraEffect const* /*aurEff*/, int32& amount, bool& canBeRecalculated)
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "Amount of Aura Effect is being calculated now!");
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// we're setting amount to 100
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amount = 100;
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// amount will be never recalculated due to applying passive aura
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canBeRecalculated = false;
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}
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void HandleEffectCalcPeriodic(AuraEffect const* /*aurEff*/, bool& isPeriodic, int32& amplitude)
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "Periodic data of Aura Effect is being calculated now!");
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// we're setting aura to be periodic and tick every 10 seconds
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isPeriodic = true;
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amplitude = 2 * IN_MILLISECONDS;
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}
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void HandleEffectCalcSpellMod(AuraEffect const* /*aurEff*/, SpellModifier*& spellMod)
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "SpellMod data of Aura Effect is being calculated now!");
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// we don't want spellmod for example
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if (spellMod)
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{
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delete spellMod;
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spellMod = NULL;
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}
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/*
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// alternative: we want spellmod for spell which doesn't have it
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if (!spellMod)
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{
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spellMod = new SpellModifier(GetAura());
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spellMod->op = SPELLMOD_DOT;
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spellMod->type = SPELLMOD_PCT;
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spellMod->spellId = GetId();
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spellMod->mask[1] = 0x00002000;
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}
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*/
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}
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// function registering
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void Register()
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{
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OnEffectApply += AuraEffectApplyFn(spell_ex_66244AuraScript::HandleOnEffectApply, EFFECT_0, SPELL_AURA_DUMMY, AURA_EFFECT_HANDLE_REAL);
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OnEffectRemove += AuraEffectRemoveFn(spell_ex_66244AuraScript::HandleOnEffectRemove, EFFECT_0, SPELL_AURA_DUMMY, AURA_EFFECT_HANDLE_REAL);
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// AURA_EFFECT_HANDLE_REAL_OR_REAPPLY_MASK - makes handler to be called when aura is reapplied on target
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AfterEffectApply += AuraEffectApplyFn(spell_ex_66244AuraScript::HandleAfterEffectApply, EFFECT_0, SPELL_AURA_DUMMY, AURA_EFFECT_HANDLE_REAL_OR_REAPPLY_MASK);
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AfterEffectRemove += AuraEffectRemoveFn(spell_ex_66244AuraScript::HandleAfterEffectRemove, EFFECT_0, SPELL_AURA_DUMMY, AURA_EFFECT_HANDLE_REAL);
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OnEffectPeriodic += AuraEffectPeriodicFn(spell_ex_66244AuraScript::HandleEffectPeriodic, EFFECT_0, SPELL_AURA_DUMMY);
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OnEffectUpdatePeriodic += AuraEffectUpdatePeriodicFn(spell_ex_66244AuraScript::HandleEffectPeriodicUpdate, EFFECT_0, SPELL_AURA_DUMMY);
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DoEffectCalcAmount += AuraEffectCalcAmountFn(spell_ex_66244AuraScript::HandleEffectCalcAmount, EFFECT_0, SPELL_AURA_DUMMY);
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DoEffectCalcPeriodic += AuraEffectCalcPeriodicFn(spell_ex_66244AuraScript::HandleEffectCalcPeriodic, EFFECT_0, SPELL_AURA_DUMMY);
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DoEffectCalcSpellMod += AuraEffectCalcSpellModFn(spell_ex_66244AuraScript::HandleEffectCalcSpellMod, EFFECT_0, SPELL_AURA_DUMMY);
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/*OnApply += AuraEffectApplyFn();
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OnRemove += AuraEffectRemoveFn();
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DoCheckAreaTarget += AuraCheckAreaTargetFn();*/
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}
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/*
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void OnApply()
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{
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}
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void OnRemove()
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{
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}
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bool DoCheckAreaTarget(Unit* proposedTarget)
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{
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}*/
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};
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// function which creates AuraScript
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AuraScript* GetAuraScript() const
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{
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return new spell_ex_66244AuraScript();
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}
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};
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// example usage of OnEffectManaShield and AfterEffectManaShield hooks
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// see spell_ex_absorb_aura, these hooks work the same as OnEffectAbsorb and AfterEffectAbsorb
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// example usage of OnEffectAbsorb and AfterEffectAbsorb hooks
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class spell_ex_absorb_aura : public SpellScriptLoader
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{
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public:
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spell_ex_absorb_aura() : SpellScriptLoader("spell_ex_absorb_aura") { }
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class spell_ex_absorb_auraAuraScript : public AuraScript
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{
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PrepareAuraScript(spell_ex_absorb_auraAuraScript);
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void HandleOnEffectAbsorb(AuraEffect* /*aurEff*/, DamageInfo & dmgInfo, uint32 & absorbAmount)
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "Our aura is now absorbing damage done to us!");
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// absorb whole damage done to us
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absorbAmount = dmgInfo.GetDamage();
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}
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void HandleAfterEffectAbsorb(AuraEffect* /*aurEff*/, DamageInfo & /*dmgInfo*/, uint32 & absorbAmount)
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "Our aura has absorbed %u damage!", absorbAmount);
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}
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// function registering
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void Register()
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{
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OnEffectAbsorb += AuraEffectAbsorbFn(spell_ex_absorb_auraAuraScript::HandleOnEffectAbsorb, EFFECT_0);
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AfterEffectAbsorb += AuraEffectAbsorbFn(spell_ex_absorb_auraAuraScript::HandleAfterEffectAbsorb, EFFECT_0);
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}
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};
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// function which creates AuraScript
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AuraScript* GetAuraScript() const
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{
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return new spell_ex_absorb_auraAuraScript();
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}
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};
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class spell_ex_463 : public SpellScriptLoader
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{
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public:
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spell_ex_463() : SpellScriptLoader("spell_ex_463") { }
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class spell_ex_463AuraScript : public AuraScript
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{
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PrepareAuraScript(spell_ex_463AuraScript);
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bool CheckAreaTarget(Unit* target)
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "Area aura checks if unit is a valid target for it!");
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// in our script we allow only players to be affected
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return target->GetTypeId() == TYPEID_PLAYER;
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}
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void Register()
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{
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DoCheckAreaTarget += AuraCheckAreaTargetFn(spell_ex_463AuraScript::CheckAreaTarget);
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}
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};
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// function which creates AuraScript
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AuraScript* GetAuraScript() const
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{
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return new spell_ex_463AuraScript();
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}
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};
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// this function has to be added to function set in ScriptLoader.cpp
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void AddSC_example_spell_scripts()
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{
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new spell_ex_5581;
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new spell_ex_66244;
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new spell_ex_absorb_aura;
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new spell_ex_463;
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}
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/* empty script for copypasting
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class spell_ex : public SpellScriptLoader
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{
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public:
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spell_ex() : SpellScriptLoader("spell_ex") { }
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class spell_ex_SpellScript : public SpellScript
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{
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PrepareSpellScript(spell_ex_SpellScript);
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//bool Validate(SpellInfo const* spellEntry){return true;}
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//bool Load(){return true;}
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//void Unload(){}
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//void Function(SpellEffIndex effIndex) //OnEffect += SpellEffectFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_EFFECT_ANY);
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//void Function() //OnHit += SpellEffectFn(spell_ex_SpellScript::Function);
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void Register()
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{
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}
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};
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|
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SpellScript* GetSpellScript() const
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{
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return new spell_ex_SpellScript();
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}
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};
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*/
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|
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/* empty script for copypasting
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class spell_ex : public SpellScriptLoader
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{
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public:
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spell_ex() : SpellScriptLoader("spell_ex") { }
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|
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class spell_ex_AuraScript : public AuraScript
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|
{
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PrepareAuraScript(spell_ex)
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//bool Validate(SpellInfo const* spellEntry){return true;}
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//bool Load(){return true;}
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//void Unload(){}
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|
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//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);
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//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);
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//void spell_ex_SpellScript::Function(AuraEffect const* aurEff) //OnEffectPeriodic += AuraEffectPeriodicFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_AURA_ANY);
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//void spell_ex_SpellScript::Function(AuraEffect* aurEff) //OnEffectUpdatePeriodic += AuraEffectUpdatePeriodicFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_AURA_ANY);
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//void spell_ex_SpellScript::Function(AuraEffect const* aurEff, int32& amount, bool& canBeRecalculated) //DoEffectCalcAmount += AuraEffectCalcAmountFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_AURA_ANY);
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|
//void spell_ex_SpellScript::Function(AuraEffect const* aurEff, bool& isPeriodic, int32& amplitude) //OnEffectCalcPeriodic += AuraEffectCalcPeriodicFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_AURA_ANY);
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|
//void spell_ex_SpellScript::Function(AuraEffect const* aurEff, SpellModifier*& spellMod) //OnEffectCalcSpellMod += AuraEffectCalcSpellModFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_AURA_ANY);
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|
void Register()
|
|
{
|
|
}
|
|
};
|
|
|
|
AuraScript* GetAuraScript() const
|
|
{
|
|
return new spell_ex_AuraScript();
|
|
}
|
|
};
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|
*/
|