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Core/Scripts: Boss Gluth + Spell Infected Wound ... (#937)
* Fixed infinite stacks (and eventually crash) of infected wound. (Also fixes the stranglethorn vale zombies' DoT stack issue and all the mobs using that spell) * Fixed zombie spawn location (3 gates, only 1 used in 10man, all 3 in 25) * Fix Gluth's "Zombie Chow" distance, now it's blizzlike. Closes #736
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@@ -3099,6 +3099,7 @@ void SpellMgr::LoadSpellCustomAttr()
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case 34655: // Snake Trap, Deadly Poison
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case 11971: // Sunder Armor
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case 58567: // Player Sunder Armor
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case 29306: // Naxxramas(Gluth's Zombies): Infected Wound
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spellInfo->AttributesCu |= SPELL_ATTR0_CU_SINGLE_AURA_STACK;
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break;
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case 43138: // North Fleet Reservist Kill Credit
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@@ -76,7 +76,7 @@ public:
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void MoveInLineOfSight(Unit *who)
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{
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if ((!me->GetVictim() || me->GetVictim()->GetEntry() != NPC_ZOMBIE_CHOW) && who->GetEntry() == NPC_ZOMBIE_CHOW && me->IsWithinDistInMap(who, 15))
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if ((!me->GetVictim() || me->GetVictim()->GetEntry() != NPC_ZOMBIE_CHOW) && who->GetEntry() == NPC_ZOMBIE_CHOW && me->IsWithinDistInMap(who, 6.5f))
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{
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SetGazeOn(who);
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me->MonsterTextEmote("%s spots a nearby zombie to devour!", 0, false);
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@@ -174,15 +174,21 @@ public:
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break;
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case EVENT_SUMMON_ZOMBIE:
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{
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uint8 rand = urand(0,2);
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for (int32 i = 0; i < RAID_MODE(1,2); ++i)
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{
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me->SummonCreature(NPC_ZOMBIE_CHOW, zombiePos[urand(0,2)]);
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(rand == 2 ? rand = 0 : rand++);
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}
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uint8 rand = urand(0,2);
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for (int32 i = 0; i < RAID_MODE(1,2); ++i)
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{
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// In 10 man raid, normal mode - should spawn only from mid gate
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// \1 |0 /2 pos
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// In 25 man raid - should spawn from all 3 gates
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if (me->GetMap()->GetDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL)
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me->SummonCreature(NPC_ZOMBIE_CHOW, zombiePos[0]);
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else
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me->SummonCreature(NPC_ZOMBIE_CHOW, zombiePos[urand(0, 2)]);
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(rand == 2 ? rand = 0 : rand++);
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}
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events.RepeatEvent(10000);
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break;
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events.RepeatEvent(10000);
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break;
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}
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case EVENT_CAN_EAT_ZOMBIE:
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events.RepeatEvent(1000);
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