Core/Conditions: Reserve master branch condition types

This commit is contained in:
Shauren
2019-07-21 20:06:32 +02:00
parent c8278cddeb
commit 211b2fa354
2 changed files with 5 additions and 1 deletions

View File

@@ -117,7 +117,9 @@ ConditionMgr::ConditionTypeInfo const ConditionMgr::StaticConditionTypeData[COND
{ "Quest state mask", true, true, false },
{ "Quest objective progress", true, true, true },
{ "Map difficulty", true, false, false },
{ "Is Gamemaster", true, false, false }
{ "Is Gamemaster", true, false, false },
{ "Object Entry or Guid", true, true, true },
{ "Object TypeMask", true, false, false }
};
// Checks if object meets the condition

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@@ -86,6 +86,8 @@ enum ConditionTypes
CONDITION_QUEST_OBJECTIVE_PROGRESS = 48, // quest_id objectiveIndex objectiveCount true if player has reached the specified objectiveCount quest progress for the objectiveIndex for the specified quest
CONDITION_DIFFICULTY_ID = 49, // Difficulty 0 0 true is map has difficulty id
CONDITION_GAMEMASTER = 50, // canBeGM 0 0 true if player is gamemaster (or can be gamemaster)
CONDITION_OBJECT_ENTRY_GUID_MASTER = 51, // TypeID entry guid true if object is type TypeID and the entry is 0 or matches entry of the object or matches guid of the object using master branch TypeID
CONDITION_TYPE_MASK_MASTER = 52, // TypeMask 0 0 true if object is type object's TypeMask matches provided TypeMask using master branch TypeMask
CONDITION_MAX
};