When effect radius index is 0, spell max range is useless and we need to handle these as 0.0 radius.
This will fix summoning spells where object is summoned too far away from the expected.
Signed-off-by: NoFantasy <nofantasy@nf.no>
* Higher ranks are now automatically filled when not listed in spell_threat
* Added some loading checks to detect inconsistent data
Signed-off-by: Lynx3d <lynx3d@some-imaginary-isp.org>
Now regagent used if main spell (if infor about provided to triggered cast)
not have regent data.
This fix reagetn use for spell 43723. But maybe need another fixes for proper animation.
Target selects all gameobject around destination, limited by adding spell with a corresponding gameobject entry in database table spell_script_target.
Signed-off-by: NoFantasy <nofantasy@nf.no>
Without any database entries for spell, spell will work like before.
Valid targets filled to database can only be creature type (corpse or alive).
Signed-off-by: NoFantasy <nofantasy@nf.no>
Also implement skip spell effects redirecting if magnet target can't be
targeted by this spell effect base at spell effect target data requirements.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Original patch provided by Wojta
Note: From patch excluded talent 44543 and ranks stacking code.
It look like need another implemention different from suggested,
or at least more research.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
In patch added enum IgnoreUnitState and related checks now more cheating protected.
* This fixes possible problems with Spell::FillAreaTargets(center of search should be (x,y) position, not spell caster's position)
* Cleanup Cell class, removed old and unused code
* Not deleted normal item loot at first loot window close.
* Save current item loot content to DB for later continue looting.
* Cleanup spell effect SPELL_EFFECT_OPEN_LOCK check code
* Cleanup Player::AutoStoreLoot calls
* List its independelty. Each from this 2 fields have own flags. Cleanup lists.
* Not copy proto flags to item flags update field. This fix heroic item versions
show in client in result mixed use ITEM_DYNFLAG_WRAPPED (0x8) with ITEM_FLAG_HEROIC (0x8)
* Update uses to proto case use for some cases where before wrongly has been used item dyn.flags
* For ITEM_DYNFLAG_UNLOCKED (0x4) set for item at unlock and check for prevent re-unlocking.
This mostly for future case when will be implemented partly loting items support.
* For ITEM_FLAG_LOOTABLE (0x4) check loot absent or conflicting setting with containers/casted at use items.
Report wrong cases art loading.
* Better check related loot tables content using ITEM_FLAG_PROSPECTABLE and ITEM_FLAG_MILLABLE