From 028c72a9f2c606e8af391d284931c60247ad0160 Mon Sep 17 00:00:00 2001 From: Nay Date: Mon, 18 Feb 2013 12:24:18 +0000 Subject: Core/NPCs: Refactor equipments - creature_template.equipment_id deleted - creature_equip_template.entry == creature_template.entry - id field added to creature_equip_template -> PK(entry, id) - id field in creature_equip_template starts at 1 - creature.equipment_id references id of creature_equip_template - creature.equipment_id = 0 means no equipment at all (default 1) - creature.equipment_id = -1 means pick a random equipment from creature_equip_template - add equipment info to .npc info command While table creature_equip_template got bigger in size, this system is easier to mantain and allows creatures to have a random template from a group of equipments --- src/server/game/Spells/SpellEffects.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/server/game/Spells/SpellEffects.cpp') diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp index 93e4b2e4771..f5504f8b7c1 100644 --- a/src/server/game/Spells/SpellEffects.cpp +++ b/src/server/game/Spells/SpellEffects.cpp @@ -3902,7 +3902,7 @@ void Spell::EffectScriptEffect(SpellEffIndex effIndex) unitTarget->CastSpell(unitTarget, iTmpSpellId, true); Creature* npc = unitTarget->ToCreature(); - npc->LoadEquipment(npc->GetEquipmentId()); + npc->LoadEquipment(); return; } // Emblazon Runeblade -- cgit v1.2.3