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[11989] Add support to call spell_scripts in more cases
* Support to script Dummy spells with spell_scripts * Support to script TriggerSpell spells which have no existing triggered spell Note that the order which spell-effect actually triggers the DB script is well-defined (SCRIPT_EFFECT before DUMMY before other) Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
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9 changed files with 86 additions and 22 deletions
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@ -11,6 +11,7 @@ Copyright (C) 2010-2012 MaNGOS <http://getmangos.com/>
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creature_movement_scripts DB project self defined id
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event_scripts Event id. Several sources: spell effect 61, taxi/transport nodes, gameobject_template data
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gameobject_scripts Gameobject guid
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gameobject_template_scripts Gameobject entry
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gossip_scripts DB project self defined id
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quest_end_scripts DB project self defined id (generally quest entry)
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quest_start_scripts DB project self defined id (generally quest entry)
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@ -90,6 +91,7 @@ event_scripts
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Spell (effect 61)
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Source: caster. Target: Target
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gameobject_scripts
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gameobject_template_scripts
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Gameobject use
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Source: user: Target: GO
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gossip_scripts
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@ -103,7 +105,9 @@ quest_start_scripts
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`quest_template`
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Source: quest giver (creature/GO). Target: player
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spell_scripts
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Spell (effect 77)
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Spell (effect 77 - SCRIPT_EFFECT)
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Spell (effect 3 - DUMMY)
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Spell (effect 64 - TRIGGER_SPELL, with non-existing triggered spell)
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Source: caster: Target: target of spell (Unit)
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-- --------------------------
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