fix(Scripts/ICC): visual of the Blood Council Bosses

This commit is contained in:
Krath
2020-09-07 10:27:39 +02:00
committed by GitHub
parent 3934678b07
commit aa60f0b324

View File

@@ -198,6 +198,7 @@ class boss_prince_keleseth_icc : public CreatureScript
}
me->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_DEAD);
me->SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC|UNIT_FLAG_IMMUNE_TO_NPC);
me->SetReactState(REACT_PASSIVE);
}
@@ -355,6 +356,7 @@ class boss_prince_keleseth_icc : public CreatureScript
summons.DespawnEntry(WORLD_TRIGGER);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_29 | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
me->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_DEAD);
me->RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH);
me->SetReactState(REACT_AGGRESSIVE);
me->ForceValuesUpdateAtIndex(UNIT_NPC_FLAGS); // was in sniff. don't ask why
me->m_Events.AddEvent(new StandUpEvent(*me), me->m_Events.CalculateTime(1000));
@@ -455,6 +457,7 @@ class boss_prince_taldaram_icc : public CreatureScript
}
me->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_DEAD);
me->SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC|UNIT_FLAG_IMMUNE_TO_NPC);
me->SetReactState(REACT_PASSIVE);
}
@@ -622,6 +625,7 @@ class boss_prince_taldaram_icc : public CreatureScript
summons.DespawnEntry(WORLD_TRIGGER);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_29 | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
me->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_DEAD);
me->RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH);
me->SetReactState(REACT_AGGRESSIVE);
me->ForceValuesUpdateAtIndex(UNIT_NPC_FLAGS); // was in sniff. don't ask why
me->m_Events.AddEvent(new StandUpEvent(*me), me->m_Events.CalculateTime(1000));
@@ -737,6 +741,7 @@ class boss_prince_valanar_icc : public CreatureScript
}
me->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_DEAD);
me->SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC|UNIT_FLAG_IMMUNE_TO_NPC);
me->SetReactState(REACT_PASSIVE);
}
@@ -913,6 +918,7 @@ class boss_prince_valanar_icc : public CreatureScript
summons.DespawnEntry(WORLD_TRIGGER);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_29 | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
me->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_DEAD);
me->RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH);
me->SetReactState(REACT_AGGRESSIVE);
me->ForceValuesUpdateAtIndex(UNIT_NPC_FLAGS); // was in sniff. don't ask why
me->m_Events.AddEvent(new StandUpEvent(*me), me->m_Events.CalculateTime(1000));