*Add CONDITION_INSTANCE_DATA for dynamic loot of instance such as Zul'aman and AV battleground.
*Script update for Zul'aman. --HG-- branch : trunk
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@@ -33,10 +33,6 @@ class TRINITY_DLL_DECL ScriptedInstance : public InstanceData
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virtual uint64 GetData64(uint32) {return 0; }
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virtual void SetData64(uint32, uint64) { }
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//All-purpose data storage 32 bit
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virtual uint32 GetData(uint32) { return 0; }
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virtual void SetData(uint32, uint32 data) {}
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// Called every instance update
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virtual void Update(uint32) {}
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@@ -103,7 +103,8 @@ CreatureAI* GetAI_npc_forest_frog(Creature *_Creature)
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#define GOSSIP_HOSTAGE1 "I am glad to help you."
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static uint32 HostageInfo[] = {23790, 23999, 24024, 24001};
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static uint32 HostageEntry[] = {23790, 23999, 24024, 24001};
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static uint32 ChestEntry[] = {186648, 187021, 186672, 186667};
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struct TRINITY_DLL_DECL npc_zulaman_hostageAI : public ScriptedAI
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{
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@@ -142,11 +143,20 @@ bool GossipSelect_npc_zulaman_hostage(Player* player, Creature* _Creature, uint3
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ScriptedInstance* pInstance = ((ScriptedInstance*)_Creature->GetInstanceData());
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if(pInstance)
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{
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uint8 progress = pInstance->GetData(DATA_CHESTLOOTED);
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//uint8 progress = pInstance->GetData(DATA_CHESTLOOTED);
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pInstance->SetData(DATA_CHESTLOOTED, 0);
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float x, y, z;
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_Creature->GetPosition(x, y, z);
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Creature* summon = _Creature->SummonCreature(HostageInfo[progress], x-2, y, z, 0, TEMPSUMMON_DEAD_DESPAWN, 0);
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uint32 entry = _Creature->GetEntry();
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for(uint8 i = 0; i < 4; ++i)
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{
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if(HostageEntry[i] == entry)
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{
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_Creature->SummonGameObject(ChestEntry[i], x-2, y, z, 0, 0, 0, 0, 0, 0);
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break;
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}
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}
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/*Creature* summon = _Creature->SummonCreature(HostageInfo[progress], x-2, y, z, 0, TEMPSUMMON_DEAD_DESPAWN, 0);
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if(summon)
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{
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((npc_zulaman_hostageAI*)summon->AI())->PlayerGUID = player->GetGUID();
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@@ -154,7 +164,7 @@ bool GossipSelect_npc_zulaman_hostage(Player* player, Creature* _Creature, uint3
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summon->SetDisplayId(10056);
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summon->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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summon->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
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}
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}*/
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}
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return true;
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}
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