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https://github.com/ZhengPeiRu21/mod-individual-progression
synced 2025-11-29 23:44:51 +08:00
Fix Deadmines Patrols (#845)
- patrols now spawn behind you after killing bosses instead of already being active when you step into the instance. - fixed many patrols in the first part of the dungeon, it now looks exactly like VMangos.
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@@ -457,6 +457,31 @@ public:
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void OnPlayerCreatureKill(Player* killer, Creature* killed) override
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{
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switch (killed->GetEntry())
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{
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case RHAHK_ZOR:
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killer->RemoveAura(IPP_PHASE);
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killer->RemoveAura(IPP_PHASE_II);
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killer->RemoveAura(IPP_PHASE_III);
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killer->CastSpell(killer, IPP_PHASE, false);
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break;
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case SNEED:
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killer->RemoveAura(IPP_PHASE);
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killer->RemoveAura(IPP_PHASE_II);
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killer->RemoveAura(IPP_PHASE_III);
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killer->CastSpell(killer, IPP_PHASE, false);
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killer->CastSpell(killer, IPP_PHASE_II, false);
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break;
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case GILNID:
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killer->RemoveAura(IPP_PHASE);
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killer->RemoveAura(IPP_PHASE_II);
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killer->RemoveAura(IPP_PHASE_III);
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killer->CastSpell(killer, IPP_PHASE, false);
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killer->CastSpell(killer, IPP_PHASE_II, false);
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killer->CastSpell(killer, IPP_PHASE_III, false);
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break;
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}
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if (killed->GetCreatureTemplate()->rank > CREATURE_ELITE_NORMAL)
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{
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sIndividualProgression->checkKillProgression(killer, killed);
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