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Core/Conditions: updated CONDITION_SPELL to allow to return false also
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@@ -158,7 +158,10 @@ bool Condition::Meets(Player * player, Unit* invoker)
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break;
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}
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case CONDITION_SPELL:
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condMeets = player->HasSpell(mConditionValue1);
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if (mConditionValue2 == 0)
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condMeets = player->HasSpell(mConditionValue1);
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else
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condMeets = !player->HasSpell(mConditionValue1);
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break;
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case CONDITION_NOITEM:
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condMeets = !player->HasItemCount(mConditionValue1, 1, mConditionValue2 ? true : false);
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@@ -52,7 +52,7 @@ enum ConditionType
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CONDITION_MAPID = 22, // map_id 0 +referenceID true if in map_id
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CONDITION_AREAID = 23, // area_id 0 +referenceID true if in area_id
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CONDITION_ITEM_TARGET = 24, // ItemRequiredTargetType, TargetEntry, 0
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CONDITION_SPELL = 25, // spell_id 0 +referenceID true if knows spell
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CONDITION_SPELL = 25, // spell_id bool +referenceID bool 0 for true 1 for false
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CONDITION_NOITEM = 26, // item_id bank +referenceID true if player does not have any of the item (if 'bank' is set it searches in bank slots too)
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CONDITION_LEVEL = 27, // level opt +referenceID true if player's level is equal to param1 (param2 can modify the statement)
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CONDITION_QUEST_COMPLETE = 28, // quest_id 0 +referenceID true if player has quest_id with all objectives complete, but not yet rewarded
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