Scripts: shuffled thread addition targets for some fixate mechanics

This commit is contained in:
Ovahlord
2018-08-17 23:17:08 +02:00
parent 94b6a6e356
commit 59f16eadb3
3 changed files with 3 additions and 3 deletions

View File

@@ -242,7 +242,7 @@ class spell_obsidius_twitchy : public AuraScript
{
target->SendPlaySpellVisualKit(SPELL_VISUAL_SPOTTED, 0, 0);
target->getThreatManager().resetAllAggro();
target->AddThreat(attacker, 100000000);
attacker->AddThreat(target, 100000000);
}
}
}

View File

@@ -507,9 +507,9 @@ class npc_drahga_invoked_flaming_spirit : public CreatureScript
me->SetReactState(REACT_AGGRESSIVE);
if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100.0f, true, 0))
{
me->AddThreat(target, 1500500.0f);
DoCast(target, SPELL_FLAMING_FIXATE, true);
AttackStart(target);
target->AddThreat(me, 1500500.0f);
me->ClearUnitState(UNIT_STATE_CASTING);
me->GetMotionMaster()->MovePoint(0, target->GetPosition(), true);
_events.ScheduleEvent(EVENT_REPEAT_MOVEMENT, Seconds(1));

View File

@@ -414,8 +414,8 @@ class npc_lockmaw_frenzied_crocolisk : public CreatureScript
if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, ScentOfBloodTargetSelector()))
{
DoCastSelf(SPELL_STEALTHED);
me->AddThreat(target, 50000000.0f);
AttackStart(target);
target->AddThreat(me, 50000000.0f);
}
break;
default: