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DB/Quests: Script quest Raptor Captor.
Yet another stupid mistake from previous commit, sorry.
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@@ -24,7 +24,6 @@ SDCategory: Items
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EndScriptData */
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/* ContentData
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item_draenei_fishing_net(i23654) Hacklike implements chance to spawn item or creature
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item_nether_wraith_beacon(i31742) Summons creatures for quest Becoming a Spellfire Tailor (q10832)
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item_flying_machine(i34060, i34061) Engineering crafted flying machines
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item_gor_dreks_ointment(i30175) Protecting Our Own(q10488)
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@@ -80,45 +79,6 @@ public:
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}
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};
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/*#####
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# item_draenei_fishing_net
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#####*/
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class item_draenei_fishing_net : public ItemScript
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{
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public:
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item_draenei_fishing_net() : ItemScript("item_draenei_fishing_net") { }
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//This is just a hack and should be removed from here.
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//Creature/Item are in fact created before spell are sucessfully casted, without any checks at all to ensure proper/expected behavior.
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bool OnUse(Player* player, Item* /*pItem*/, SpellCastTargets const& /*targets*/)
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{
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if (player->GetQuestStatus(9452) == QUEST_STATUS_INCOMPLETE)
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{
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if (urand(0, 99) < 35)
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{
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Creature* Murloc = player->SummonCreature(17102, player->GetPositionX(), player->GetPositionY()+20, player->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 10000);
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if (Murloc)
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Murloc->AI()->AttackStart(player);
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}
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else
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{
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ItemPosCountVec dest;
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uint32 itemId = 23614;
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InventoryResult msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, 1);
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if (msg == EQUIP_ERR_OK)
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{
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if (Item* item = player->StoreNewItem(dest, itemId, true))
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player->SendNewItem(item, 1, false, true);
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}
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else
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player->SendEquipError(msg, NULL, NULL, itemId);
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}
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}
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return false;
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}
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};
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/*#####
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# item_nether_wraith_beacon
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#####*/
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@@ -452,7 +412,6 @@ public:
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void AddSC_item_scripts()
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{
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new item_only_for_flight();
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new item_draenei_fishing_net();
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new item_nether_wraith_beacon();
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new item_gor_dreks_ointment();
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new item_incendiary_explosives();
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