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.
This commit is contained in:
Grimfeather
2025-11-05 21:20:31 +01:00
committed by GitHub
parent e634dd10a8
commit b54d42c817
3 changed files with 367 additions and 5 deletions

View File

@@ -457,6 +457,31 @@ public:
void OnPlayerCreatureKill(Player* killer, Creature* killed) override
{
switch (killed->GetEntry())
{
case RHAHK_ZOR:
killer->RemoveAura(IPP_PHASE);
killer->RemoveAura(IPP_PHASE_II);
killer->RemoveAura(IPP_PHASE_III);
killer->CastSpell(killer, IPP_PHASE, false);
break;
case SNEED:
killer->RemoveAura(IPP_PHASE);
killer->RemoveAura(IPP_PHASE_II);
killer->RemoveAura(IPP_PHASE_III);
killer->CastSpell(killer, IPP_PHASE, false);
killer->CastSpell(killer, IPP_PHASE_II, false);
break;
case GILNID:
killer->RemoveAura(IPP_PHASE);
killer->RemoveAura(IPP_PHASE_II);
killer->RemoveAura(IPP_PHASE_III);
killer->CastSpell(killer, IPP_PHASE, false);
killer->CastSpell(killer, IPP_PHASE_II, false);
killer->CastSpell(killer, IPP_PHASE_III, false);
break;
}
if (killed->GetCreatureTemplate()->rank > CREATURE_ELITE_NORMAL)
{
sIndividualProgression->checkKillProgression(killer, killed);