Core/Creatures: Move creature difficulty specific data from creature_template table to creature_template_difficulty

Port From (https://github.com/TrinityCore/TrinityCore/commit/06d0b16f158e8793860d9edd11b990f20b1d0dac)
This commit is contained in:
hondacrx
2023-05-30 08:16:40 -04:00
parent 77febfdee5
commit 068ccd990f
26 changed files with 399 additions and 539 deletions
+4 -4
View File
@@ -772,7 +772,7 @@ namespace Game.Entities
if (dungeonEncounter != null)
{
creature.m_personalLoot = LootManager.GenerateDungeonEncounterPersonalLoot(dungeonEncounter.Id, creature.GetLootId(),
LootStorage.Creature, LootType.Corpse, creature, creature.GetCreatureTemplate().MinGold, creature.GetCreatureTemplate().MaxGold,
LootStorage.Creature, LootType.Corpse, creature, creature.GetCreatureDifficulty().GoldMin, creature.GetCreatureDifficulty().GoldMax,
(ushort)creature.GetLootMode(), creature.GetMap().GetDifficultyLootItemContext(), tappers);
}
else if (!tappers.Empty())
@@ -787,7 +787,7 @@ namespace Game.Entities
loot.FillLoot(lootid, LootStorage.Creature, looter, dungeonEncounter != null, false, creature.GetLootMode(), creature.GetMap().GetDifficultyLootItemContext());
if (creature.GetLootMode() > 0)
loot.GenerateMoneyLoot(creature.GetCreatureTemplate().MinGold, creature.GetCreatureTemplate().MaxGold);
loot.GenerateMoneyLoot(creature.GetCreatureDifficulty().GoldMin, creature.GetCreatureDifficulty().GoldMax);
if (group)
loot.NotifyLootList(creature.GetMap());
@@ -814,7 +814,7 @@ namespace Game.Entities
loot.FillLoot(lootid, LootStorage.Creature, tapper, true, false, creature.GetLootMode(), creature.GetMap().GetDifficultyLootItemContext());
if (creature.GetLootMode() > 0)
loot.GenerateMoneyLoot(creature.GetCreatureTemplate().MinGold, creature.GetCreatureTemplate().MaxGold);
loot.GenerateMoneyLoot(creature.GetCreatureDifficulty().GoldMin, creature.GetCreatureDifficulty().GoldMax);
creature.m_personalLoot[tapper.GetGUID()] = loot;
}
@@ -918,7 +918,7 @@ namespace Game.Entities
else
creature.AllLootRemovedFromCorpse();
if (creature.CanHaveLoot() && LootStorage.Skinning.HaveLootFor(creature.GetCreatureTemplate().SkinLootId))
if (creature.CanHaveLoot() && LootStorage.Skinning.HaveLootFor(creature.GetCreatureDifficulty().SkinLootID))
{
creature.SetDynamicFlag(UnitDynFlags.CanSkin);
creature.SetUnitFlag(UnitFlags.Skinnable);