[8235] Fixed typos in ACTION_T_SET_INVINCEABILITY_HP_LEVEL. Author: VladimirMangos

Thanks to Zor for pointing.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-07-30 10:56:15 +08:00
parent 65f01ac67c
commit 7f6926dd3b
4 changed files with 14 additions and 13 deletions

View File

@@ -137,7 +137,7 @@ Each event type has its own specific interpretation of it's params, like every e
39 ACTION_T_CALL_FOR_HELP Radius Call any friendly out-of-combat creatures in a radius (Param1) to attack current creature's target.
40 ACTION_T_SET_SHEATH Sheath Sets sheath state for a creature (0 = no weapon, 1 = melee weapon, 2 = ranged weapon).
41 ACTION_T_FORCE_DESPAWN No Params Despawns the creature
42 ACTION_T_SET_INVINCEABILITY_HP_LEVEL hp_level, is_percent Set min. health level for creature that can be set at damage as flat value or percent from max health
42 ACTION_T_SET_INVINCIBILITY_HP_LEVEL hp_level, is_percent Set min. health level for creature that can be set at damage as flat value or percent from max health
* = Use -1 where the param is expected to do nothing. Random constant is generated for each event, so if you have a random yell and a random sound, they will be linked up with each other (ie. param2 with param2).
@@ -739,7 +739,7 @@ Despawns the creature (in or out of combat)
No parameters
-------------------------
42 ACTION_T_SET_INVINCEABILITY_HP_LEVEL
42 ACTION_T_SET_INVINCIBILITY_HP_LEVEL
-------------------------
Parameter 1: min. health level for creature that can be set at damage, 0 used as absent min. health value for apply damage.
Parameter 2: format of paramater 1 value

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@@ -794,12 +794,12 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
m_creature->ForcedDespawn();
break;
}
case ACTION_T_SET_INVINCEABILITY_HP_LEVEL:
case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:
{
if(action.invinceability_hp_level.is_percent)
InvinceabilityHpLevel = m_creature->GetMaxHealth()*100/action.invinceability_hp_level.hp_level;
if(action.invincibility_hp_level.is_percent)
InvinceabilityHpLevel = m_creature->GetMaxHealth()*action.invincibility_hp_level.hp_level/100;
else
InvinceabilityHpLevel = action.invinceability_hp_level.hp_level;
InvinceabilityHpLevel = action.invincibility_hp_level.hp_level;
break;
}
}

View File

@@ -113,7 +113,7 @@ enum EventAI_ActionType
ACTION_T_FORCE_DESPAWN = 41, // No Params
ACTION_T_END = 105,
ACTION_T_SET_INVINCEABILITY_HP_LEVEL= 42, // MinHpValue, format(0-flat,1-percent from max health)
ACTION_T_SET_INVINCIBILITY_HP_LEVEL = 42, // MinHpValue, format(0-flat,1-percent from max health)
};
enum Target
@@ -380,11 +380,12 @@ struct CreatureEventAI_Action
{
uint32 sheath;
} set_sheath;
// ACTION_T_SET_INVINCIBILITY_HP_LEVEL = 42
struct
{
uint32 hp_level;
uint32 is_percent;
} invinceability_hp_level;
} invincibility_hp_level;
// RAW
struct
{

View File

@@ -661,13 +661,13 @@ void CreatureEventAIMgr::LoadCreatureEventAI_Scripts()
action.set_sheath.sheath = SHEATH_STATE_UNARMED;
}
break;
case ACTION_T_SET_INVINCEABILITY_HP_LEVEL:
if(action.invinceability_hp_level.is_percent)
case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:
if(action.invincibility_hp_level.is_percent)
{
if(action.invinceability_hp_level.hp_level > 100)
if(action.invincibility_hp_level.hp_level > 100)
{
sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses wrong percent value %u.", i, j+1, action.invinceability_hp_level.hp_level);
action.invinceability_hp_level.hp_level = 100;
sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses wrong percent value %u.", i, j+1, action.invincibility_hp_level.hp_level);
action.invincibility_hp_level.hp_level = 100;
}
}
break;