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[8235] Fixed typos in ACTION_T_SET_INVINCEABILITY_HP_LEVEL. Author: VladimirMangos
Thanks to Zor for pointing. --HG-- branch : trunk
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@@ -137,7 +137,7 @@ Each event type has its own specific interpretation of it's params, like every e
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39 ACTION_T_CALL_FOR_HELP Radius Call any friendly out-of-combat creatures in a radius (Param1) to attack current creature's target.
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40 ACTION_T_SET_SHEATH Sheath Sets sheath state for a creature (0 = no weapon, 1 = melee weapon, 2 = ranged weapon).
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41 ACTION_T_FORCE_DESPAWN No Params Despawns the creature
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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
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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
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* = 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).
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@@ -739,7 +739,7 @@ Despawns the creature (in or out of combat)
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No parameters
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-------------------------
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42 ACTION_T_SET_INVINCEABILITY_HP_LEVEL
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42 ACTION_T_SET_INVINCIBILITY_HP_LEVEL
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-------------------------
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Parameter 1: min. health level for creature that can be set at damage, 0 used as absent min. health value for apply damage.
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Parameter 2: format of paramater 1 value
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@@ -794,12 +794,12 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
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m_creature->ForcedDespawn();
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break;
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}
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case ACTION_T_SET_INVINCEABILITY_HP_LEVEL:
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case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:
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{
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if(action.invinceability_hp_level.is_percent)
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InvinceabilityHpLevel = m_creature->GetMaxHealth()*100/action.invinceability_hp_level.hp_level;
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if(action.invincibility_hp_level.is_percent)
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InvinceabilityHpLevel = m_creature->GetMaxHealth()*action.invincibility_hp_level.hp_level/100;
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else
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InvinceabilityHpLevel = action.invinceability_hp_level.hp_level;
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InvinceabilityHpLevel = action.invincibility_hp_level.hp_level;
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break;
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}
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}
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@@ -113,7 +113,7 @@ enum EventAI_ActionType
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ACTION_T_FORCE_DESPAWN = 41, // No Params
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ACTION_T_END = 105,
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ACTION_T_SET_INVINCEABILITY_HP_LEVEL= 42, // MinHpValue, format(0-flat,1-percent from max health)
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ACTION_T_SET_INVINCIBILITY_HP_LEVEL = 42, // MinHpValue, format(0-flat,1-percent from max health)
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};
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enum Target
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@@ -380,11 +380,12 @@ struct CreatureEventAI_Action
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{
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uint32 sheath;
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} set_sheath;
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// ACTION_T_SET_INVINCIBILITY_HP_LEVEL = 42
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struct
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{
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uint32 hp_level;
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uint32 is_percent;
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} invinceability_hp_level;
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} invincibility_hp_level;
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// RAW
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struct
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{
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@@ -661,13 +661,13 @@ void CreatureEventAIMgr::LoadCreatureEventAI_Scripts()
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action.set_sheath.sheath = SHEATH_STATE_UNARMED;
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}
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break;
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case ACTION_T_SET_INVINCEABILITY_HP_LEVEL:
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if(action.invinceability_hp_level.is_percent)
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case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:
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if(action.invincibility_hp_level.is_percent)
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{
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if(action.invinceability_hp_level.hp_level > 100)
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if(action.invincibility_hp_level.hp_level > 100)
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{
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sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses wrong percent value %u.", i, j+1, action.invinceability_hp_level.hp_level);
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action.invinceability_hp_level.hp_level = 100;
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sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses wrong percent value %u.", i, j+1, action.invincibility_hp_level.hp_level);
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action.invincibility_hp_level.hp_level = 100;
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}
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}
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break;
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