Scripts/Sholazar Basin: Reconnaissance Flight (12671)

Add workaround for the player/accessory mounting issue.
Some small additions.
Closes: 9443
This commit is contained in:
w1sht0l1v3
2014-04-27 02:23:33 +03:00
parent 113e6b0162
commit c20d0cb77e
2 changed files with 32 additions and 0 deletions

View File

@@ -0,0 +1,24 @@
-- Reconnaissance Flight (12671)
-- additions
SET @PLANE := 28710; -- Vic's Flying Machine
SET @SPELL_PLANE := 52256; -- Vic's Flying Machine Validate (must have condition to target player)
SET @SPELL_LAND := 52226; -- Land Flying Machine
SET @GOB_LANDING := 190708; -- Landing Pad Focus
SET @SPELL_AGGRO := 52259; -- Vic's Flying Machine Aggro Dummy
SET @NPC_SCREECHER := 28170; -- Frosthowl Screecher
SET @SPELL_SBOLT := 52257; -- Shadow Bolt
UPDATE `creature_template` SET InhabitType='4' WHERE `entry`=@PLANE;
DELETE FROM `vehicle_template_accessory` WHERE `entry`=@PLANE;
DELETE FROM `conditions` WHERE (`SourceEntry`=@SPELL_LAND AND `SourceTypeOrReferenceId`=17) OR (`SourceEntry` IN (@SPELL_AGGRO,@SPELL_SBOLT) AND `SourceTypeOrReferenceId`=13);
INSERT INTO `conditions` (`SourceTypeOrReferenceId`,`SourceGroup`,`SourceEntry`,`SourceId`,`ElseGroup`,`ConditionTypeOrReference`,`ConditionTarget`,`ConditionValue1`,`ConditionValue2`,`ConditionValue3`,`NegativeCondition`,`ErrorType`,`ErrorTextId`,`ScriptName`,`Comment`) VALUES
-- because vehicles ignore spell focus we add an extra condition to fill in for this
(17,0,@SPELL_LAND,0,0,30,0,@GOB_LANDING,10,0,0,0,0,'','Requires Landing Pad Focus near to cast Land Flying Machine'),
(13,1,@SPELL_AGGRO,0,0,31,0,3,@NPC_SCREECHER,0,0,0,0,'','Vic''s Flying Machine Aggro Dummy to Frosthowl Screecher'),
(13,1,@SPELL_SBOLT,0,0,31,0,3,@PLANE,0,0,0,0,'','Shadow Bolt to Vic''s Flying Machine');
-- Frosthowl Screecher
DELETE FROM `smart_scripts` WHERE `source_type`=0 AND `entryorguid`=@NPC_SCREECHER;
INSERT INTO `smart_scripts` (`entryorguid`,`source_type`,`id`,`link`,`event_type`,`event_phase_mask`,`event_chance`,`event_flags`,`event_param1`,`event_param2`,`event_param3`,`event_param4`,`action_type`,`action_param1`,`action_param2`,`action_param3`,`action_param4`,`action_param5`,`action_param6`,`target_type`,`target_param1`,`target_param2`,`target_param3`,`target_x`,`target_y`,`target_z`,`target_o`,`comment`) VALUES
(@NPC_SCREECHER,0,0,0,0,0,100,0,0,0,3000,4000,11,52257,0,0,0,0,0,2,0,0,0,0,0,0,0,'Cast Shadow Bolt');

View File

@@ -1021,7 +1021,14 @@ public:
void PassengerBoarded(Unit* passenger, int8 /*seatId*/, bool apply) OVERRIDE
{
if (apply && passenger->GetTypeId() == TYPEID_PLAYER)
{
/// @workaround - Because accessory gets unmounted when using vehicle_template_accessory.
/// When vehicle spawns accessory is mounted to seat 0,but when player mounts
/// he uses the same seat (instead of mounting to seat 1) kicking the accessory out.
passenger->ChangeSeat(1, false);
me->GetVehicleKit()->InstallAccessory(NPC_PILOT, 0, true, TEMPSUMMON_DEAD_DESPAWN, 0);
me->GetMotionMaster()->MovePath(NPC_PLANE, false);
}
}
void MovementInform(uint32 type, uint32 id) OVERRIDE
@@ -1056,6 +1063,7 @@ public:
case 25:
Talk(PLANE_EMOTE);
DoCast(SPELL_ENGINE);
me->SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FORCE_MOVEMENT);
break;
}
}