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cc220ca7b6550b9f86643b9e6c082475e5d904ae
TrinityCore
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src
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server
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scripts
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Spells
History
Shauren
cc220ca7b6
Scripts/Spells: Added script for Animal Blood pool spawning (fixes fishing daily quest "Blood is Thicker")
...
--HG-- branch : trunk
2010-11-10 11:37:41 +01:00
..
CMakeLists.txt
BuildSystem/ALL: Remove unused custom code (most are duplicated as in examples)
2010-09-05 17:19:41 +02:00
spell_dk.cpp
Core/ScriptSystem: Add compile time type check of function assigned to hooks - prevents incorrect function calls. Since this rev you have to put PrepareSpellScript(<yourscriptclassnamehere>) at the beginning of every spell script. Yes, i know it's unhandy, but unfortunately C++ preprocessor is very limited, so you have to do that extra work each time you write a script:(.
2010-10-08 21:33:44 +02:00
spell_druid.cpp
Core/ScriptSystem: Add compile time type check of function assigned to hooks - prevents incorrect function calls. Since this rev you have to put PrepareSpellScript(<yourscriptclassnamehere>) at the beginning of every spell script. Yes, i know it's unhandy, but unfortunately C++ preprocessor is very limited, so you have to do that extra work each time you write a script:(.
2010-10-08 21:33:44 +02:00
spell_generic.cpp
Scripts/Spells: Added script for Animal Blood pool spawning (fixes fishing daily quest "Blood is Thicker")
2010-11-10 11:37:41 +01:00
spell_hunter.cpp
Core/Spells: Fixed "not handled custom case" log spam for Sniper Training
2010-10-26 15:36:32 +02:00
spell_item.cpp
Core/ScriptSystem: Add compile time type check of function assigned to hooks -
2010-10-08 22:33:21 +02:00
spell_mage.cpp
Core/ScriptSystem: Add compile time type check of function assigned to hooks - prevents incorrect function calls. Since this rev you have to put PrepareSpellScript(<yourscriptclassnamehere>) at the beginning of every spell script. Yes, i know it's unhandy, but unfortunately C++ preprocessor is very limited, so you have to do that extra work each time you write a script:(.
2010-10-08 21:33:44 +02:00
spell_paladin.cpp
Core/ScriptSystem: Add compile time type check of function assigned to hooks -
2010-10-08 22:33:21 +02:00
spell_priest.cpp
Core/ScriptSystem: Add compile time type check of function assigned to hooks - prevents incorrect function calls. Since this rev you have to put PrepareSpellScript(<yourscriptclassnamehere>) at the beginning of every spell script. Yes, i know it's unhandy, but unfortunately C++ preprocessor is very limited, so you have to do that extra work each time you write a script:(.
2010-10-08 21:33:44 +02:00
spell_quest.cpp
Core/ScriptSystem: Add compile time type check of function assigned to hooks - prevents incorrect function calls. Since this rev you have to put PrepareSpellScript(<yourscriptclassnamehere>) at the beginning of every spell script. Yes, i know it's unhandy, but unfortunately C++ preprocessor is very limited, so you have to do that extra work each time you write a script:(.
2010-10-08 21:33:44 +02:00
spell_rogue.cpp
Core/ScriptSystem: Add compile time type check of function assigned to hooks -
2010-10-08 22:33:21 +02:00
spell_shaman.cpp
Core/ScriptSystem: Add compile time type check of function assigned to hooks - prevents incorrect function calls. Since this rev you have to put PrepareSpellScript(<yourscriptclassnamehere>) at the beginning of every spell script. Yes, i know it's unhandy, but unfortunately C++ preprocessor is very limited, so you have to do that extra work each time you write a script:(.
2010-10-08 21:33:44 +02:00
spell_warlock.cpp
Core/ScriptSystem: Add compile time type check of function assigned to hooks - prevents incorrect function calls. Since this rev you have to put PrepareSpellScript(<yourscriptclassnamehere>) at the beginning of every spell script. Yes, i know it's unhandy, but unfortunately C++ preprocessor is very limited, so you have to do that extra work each time you write a script:(.
2010-10-08 21:33:44 +02:00
spell_warrior.cpp
Core/ScriptSystem: Add compile time type check of function assigned to hooks - prevents incorrect function calls. Since this rev you have to put PrepareSpellScript(<yourscriptclassnamehere>) at the beginning of every spell script. Yes, i know it's unhandy, but unfortunately C++ preprocessor is very limited, so you have to do that extra work each time you write a script:(.
2010-10-08 21:33:44 +02:00