*Use heroic_level_min value (if not 0) from table access_requirement for instances with heroic mode.

*Use level_min value if heroic_level_min == 0 for instances with heroic mode.
*Correct heroic_level_min value for all instances.

--HG--
branch : trunk
This commit is contained in:
Anubisss
2009-08-04 01:26:49 +02:00
parent cd1be01444
commit 834c10a0df
2 changed files with 63 additions and 3 deletions
+2 -3
View File
@@ -15934,8 +15934,7 @@ bool Player::Satisfy(AccessRequirement const *ar, uint32 target_map, bool report
{
if(ar->levelMin && getLevel() < ar->levelMin)
LevelMin = ar->levelMin;
else if(ar->heroicLevelMin && GetDifficulty() == DIFFICULTY_HEROIC
&& getLevel() < ar->heroicLevelMin)
if(ar->heroicLevelMin && GetDifficulty() == DIFFICULTY_HEROIC && getLevel() < ar->heroicLevelMin)
LevelMin = ar->heroicLevelMin;
if(ar->levelMax && getLevel() > ar->levelMax)
LevelMax = ar->levelMax;
@@ -15977,7 +15976,7 @@ bool Player::Satisfy(AccessRequirement const *ar, uint32 target_map, bool report
if(report)
{
if(missingItem)
GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED_AND_ITEM), ar->levelMin, objmgr.GetItemPrototype(missingItem)->Name1);
GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED_AND_ITEM), LevelMin, objmgr.GetItemPrototype(missingItem)->Name1);
else if(missingKey)
SendTransferAborted(target_map, TRANSFER_ABORT_DIFFICULTY);
else if(missingHeroicQuest)