diff --git a/Source/Game/Loot/Loot.cs b/Source/Game/Loot/Loot.cs index 7078c2860..92bba7c9d 100644 --- a/Source/Game/Loot/Loot.cs +++ b/Source/Game/Loot/Loot.cs @@ -192,7 +192,7 @@ namespace Game.Loots LootItem generatedLoot = new(item); generatedLoot.context = _itemContext; generatedLoot.count = (byte)Math.Min(count, proto.GetMaxStackSize()); - generatedLoot.itemIndex = lootItems.Count; + generatedLoot.itemIndex = (uint)lootItems.Count; if (_itemContext != 0) { List bonusListIDs = Global.DB2Mgr.GetDefaultItemBonusTree(generatedLoot.itemid, _itemContext); diff --git a/Source/Game/Spells/SpellManager.cs b/Source/Game/Spells/SpellManager.cs index 03f1166d8..c019985cd 100644 --- a/Source/Game/Spells/SpellManager.cs +++ b/Source/Game/Spells/SpellManager.cs @@ -1434,7 +1434,7 @@ namespace Game.Entities Log.outInfo(LogFilter.ServerLoading, "Loaded {0} spell proc conditions and data in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); } else - Log.outInfo(LogFilter.ServerLoading, ">> Loaded 0 spell proc conditions and data. DB table `spell_proc` is empty."); + Log.outInfo(LogFilter.ServerLoading, "Loaded 0 spell proc conditions and data. DB table `spell_proc` is empty."); // This generates default procs to retain compatibility with previous proc system Log.outInfo(LogFilter.ServerLoading, "Generating spell proc data from SpellMap..."); diff --git a/Source/Scripts/Spells/Generic.cs b/Source/Scripts/Spells/Generic.cs index 617db59b6..87e089a4d 100644 --- a/Source/Scripts/Spells/Generic.cs +++ b/Source/Scripts/Spells/Generic.cs @@ -1100,6 +1100,21 @@ namespace Scripts.Spells.Generic } } + [Script] // 28471 - ClearAll + class spell_clear_all : SpellScript + { + void HandleScript(uint effIndex) + { + Unit caster = GetCaster(); + caster.RemoveAllAurasOnDeath(); + } + + public override void Register() + { + OnEffectHitTarget.Add(new EffectHandler(HandleScript, 0, SpellEffectName.ScriptEffect)); + } + } + [Script] class spell_gen_clone : SpellScript {