feat(Core/Scripting): Add Player SetSkill hook (#25599)

This commit is contained in:
Robin Gustafsson
2026-05-24 09:16:56 +02:00
committed by GitHub
parent e1beea25e9
commit 0f1f1615e2
4 changed files with 10 additions and 0 deletions
@@ -5375,6 +5375,7 @@ void Player::SetSkill(uint16 id, uint16 step, uint16 newVal, uint16 maxVal)
RemoveAurasDueToSpell(pAbility->Spell); RemoveAurasDueToSpell(pAbility->Spell);
} }
} }
sScriptMgr->OnPlayerSetSkill(this, id, currVal, maxVal, step, newVal);
} }
else if (newVal) //add else if (newVal) //add
{ {
@@ -5421,6 +5422,7 @@ void Player::SetSkill(uint16 id, uint16 step, uint16 newVal, uint16 maxVal)
learnSkillRewardedSpells(id, newVal); learnSkillRewardedSpells(id, newVal);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id);
sScriptMgr->OnPlayerSetSkill(this, id, currVal, maxVal, step, newVal);
return; return;
} }
} }
@@ -908,6 +908,11 @@ void ScriptMgr::OnPlayerUpdateSkill(Player* player, uint32 skillId, uint32 value
CALL_ENABLED_HOOKS(PlayerScript, PLAYERHOOK_ON_UPDATE_SKILL, script->OnPlayerUpdateSkill(player, skillId, value, max, step, newValue)); CALL_ENABLED_HOOKS(PlayerScript, PLAYERHOOK_ON_UPDATE_SKILL, script->OnPlayerUpdateSkill(player, skillId, value, max, step, newValue));
} }
void ScriptMgr::OnPlayerSetSkill(Player* player, uint32 skillId, uint32 value, uint32 max, uint32 step, uint32 newValue)
{
CALL_ENABLED_HOOKS(PlayerScript, PLAYERHOOK_ON_SET_SKILL, script->OnPlayerSetSkill(player, skillId, value, max, step, newValue));
}
bool ScriptMgr::OnPlayerCanResurrect(Player* player) bool ScriptMgr::OnPlayerCanResurrect(Player* player)
{ {
CALL_ENABLED_BOOLEAN_HOOKS(PlayerScript, PLAYERHOOK_CAN_RESURRECT, !script->OnPlayerCanResurrect(player)); CALL_ENABLED_BOOLEAN_HOOKS(PlayerScript, PLAYERHOOK_CAN_RESURRECT, !script->OnPlayerCanResurrect(player));
@@ -206,6 +206,7 @@ enum PlayerHook
PLAYERHOOK_ON_CAN_UPDATE_SKILL, PLAYERHOOK_ON_CAN_UPDATE_SKILL,
PLAYERHOOK_ON_BEFORE_UPDATE_SKILL, PLAYERHOOK_ON_BEFORE_UPDATE_SKILL,
PLAYERHOOK_ON_UPDATE_SKILL, PLAYERHOOK_ON_UPDATE_SKILL,
PLAYERHOOK_ON_SET_SKILL,
PLAYERHOOK_CAN_RESURRECT, PLAYERHOOK_CAN_RESURRECT,
PLAYERHOOK_ON_CAN_GIVE_LEVEL, PLAYERHOOK_ON_CAN_GIVE_LEVEL,
PLAYERHOOK_ON_SEND_LIST_INVENTORY, PLAYERHOOK_ON_SEND_LIST_INVENTORY,
@@ -785,6 +786,7 @@ public:
virtual bool OnPlayerCanUpdateSkill(Player* /*player*/, uint32 /*skillId*/) { return true; } virtual bool OnPlayerCanUpdateSkill(Player* /*player*/, uint32 /*skillId*/) { return true; }
virtual void OnPlayerBeforeUpdateSkill(Player* /*player*/, uint32 /*skillId*/, uint32& /*value*/, uint32 /*max*/, uint32 /*step*/) { } virtual void OnPlayerBeforeUpdateSkill(Player* /*player*/, uint32 /*skillId*/, uint32& /*value*/, uint32 /*max*/, uint32 /*step*/) { }
virtual void OnPlayerUpdateSkill(Player* /*player*/, uint32 /*skillId*/, uint32 /*value*/, uint32 /*max*/, uint32 /*step*/, uint32 /*newValue*/) { } virtual void OnPlayerUpdateSkill(Player* /*player*/, uint32 /*skillId*/, uint32 /*value*/, uint32 /*max*/, uint32 /*step*/, uint32 /*newValue*/) { }
virtual void OnPlayerSetSkill(Player* /*player*/, uint32 /*skillId*/, uint32 /*value*/, uint32 /*max*/, uint32 /*step*/, uint32 /*newValue*/) { }
/** /**
* @brief This hook is called, to avoid player resurrect * @brief This hook is called, to avoid player resurrect
+1
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@@ -462,6 +462,7 @@ public: /* PlayerScript */
bool OnPlayerCanUpdateSkill(Player* player, uint32 skillId); bool OnPlayerCanUpdateSkill(Player* player, uint32 skillId);
void OnPlayerBeforeUpdateSkill(Player* player, uint32 skill_id, uint32& value, uint32 max, uint32 step); void OnPlayerBeforeUpdateSkill(Player* player, uint32 skill_id, uint32& value, uint32 max, uint32 step);
void OnPlayerUpdateSkill(Player* player, uint32 skillId, uint32 value, uint32 max, uint32 step, uint32 newValue); void OnPlayerUpdateSkill(Player* player, uint32 skillId, uint32 value, uint32 max, uint32 step, uint32 newValue);
void OnPlayerSetSkill(Player* player, uint32 skillId, uint32 value, uint32 max, uint32 step, uint32 newValue);
bool OnPlayerCanResurrect(Player* player); bool OnPlayerCanResurrect(Player* player);
bool OnPlayerCanGiveLevel(Player* player, uint8 newLevel); bool OnPlayerCanGiveLevel(Player* player, uint8 newLevel);
void OnPlayerSendListInventory(Player* player, ObjectGuid vendorGuid, uint32& vendorEntry); void OnPlayerSendListInventory(Player* player, ObjectGuid vendorGuid, uint32& vendorEntry);