#define RegisterSpellScript(spell_script)
@ AURA_EFFECT_HANDLE_REAL
@ TRIGGERED_IGNORE_CAST_IN_PROGRESS
Will not check if a current cast is in progress.
#define AuraEffectPeriodicFn(F, I, N)
#define AuraEffectCalcPeriodicFn(F, I, N)
#define AuraEffectApplyFn(F, I, N, M)
#define AuraEffectRemoveFn(F, I, N, M)
HookList< EffectCalcPeriodicHandler > DoEffectCalcPeriodic
HookList< EffectApplyHandler > AfterEffectRemove
HookList< EffectPeriodicHandler > OnEffectPeriodic
HookList< EffectApplyHandler > AfterEffectApply
void OnApply(AuraEffect const *, AuraEffectHandleModes)
void OnUpdate(AuraEffect const *) const
static void CalcPeriodic(AuraScript const &, AuraEffect const *, bool &isPeriodic, int32 &litude)
bool Validate(SpellInfo const *) override
void OnRemove(AuraEffect const *, AuraEffectHandleModes) const
static bool ValidateSpellInfo(std::initializer_list< uint32 > spellIds)
void SetHealth(uint64 val)
void RemoveAura(AuraApplicationMap::iterator &i, AuraRemoveMode mode=AURA_REMOVE_BY_DEFAULT)
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
static constexpr uint32 SeaLegsAura