Fixed an issue that would cause traps to not function correctly if skill is 0 in the database.

Added undetectable column, to allow content developers to make a trap undetectable and not able to be disarmed.

Pets will no longer try to aggro traps its owner triggers.

Traps will now use the radius column to determine disarm range, instead of using a hardcoded value which may not be appropriate in all cases.

Decreased the scan range for traps to disarm.

Fixed some typos, and removed some unused code.
This commit is contained in:
regneq
2017-10-28 10:02:31 -07:00
parent ed98aa45d2
commit cd748e7d8b
8 changed files with 71 additions and 30 deletions
+1 -1
View File
@@ -50,7 +50,6 @@ public:
void SetHiddenTrigger(NPC* n) { hiddenTrigger = n; }
void CreateHiddenTrigger();
void DestroyHiddenTrigger() { hiddenTrigger = nullptr; }
void SetTrapData();
void UpdateTrap(bool respawn = true, bool repopnow = false);
//Trap data, leave this unprotected
Timer respawn_timer; //Respawn Time when Trap's been disarmed
@@ -76,6 +75,7 @@ public:
uint8 group;
bool despawn_when_triggered;
uint32 charid; //ID of character that triggered trap. This is cleared when the trap despawns are resets.
bool undetectable;
std::string message;
protected: