Mangos 9420 - 9435
Implement aura dummy effect for spell 35357
Also adjusting dummy spell 45990 slightly, despawn after some time instead
of die instantly.
Some code cleanup in EffectDummy, also correcting order of spell id
Return success result for Zone<->map coordinates convertions.
This will prevent #INF-inity values in gps for zones where
zone coordinates calculation impossible with current code.
Also fix small typo in debug output format for honor
Implement dummy effect of spell 46485
Some code/comments cleanup in EffectScriptEffect
More achievement types support.
Implemented new achievement criteria requirement:
* ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPED_ITEM_LVL (item level and item
quality equiped in specific slot)
Implemented suppoprt achievement types:
* ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM (required DB data)
* ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL (required DB data)
Also achievment types used only for statistics:
* ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION
* ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS
* ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS
* ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS
* ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM
* ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM
Really rename to ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPED_ITEM_LVL
Add helper functions for Unit::Get/SetHealthPercent
Remove redundant calls to Set(Max)Health, already done by
SelectLevel function.
Fix problems related to
SPELL_AURA_MOD_DURATION_OF_EFFECTS_BY_DISPEL and duration reduction of
some positive auras
Implement preservation of current health percent at UpdateEntry use
Updated creature will now have the same amount of health (in percent) as
the original creature after update.
For cases where full restoration of health is expected, function have
option to disable preservation.
Remove dummy effect (old code and wrong) of spell 34665
Let script handle dummy effect like expected for this type.
Propertly show zone coords in .gps after recent changes.
Implement detection subzones 4716 and 4740 of zone 4395.
Prevent crash at script call that modify movegen list at
MovementInform call.
Avoid useless creature running around at evade
* If creature near respawn point and by defult do random movement
then restart from current point
* If creature have default waypoints movegen restart from last
updated point. Not reload waypoints