Core/NPCs: Refactor equipments

- creature_template.equipment_id deleted
- creature_equip_template.entry == creature_template.entry
- id field added to creature_equip_template -> PK(entry, id)
- id field in creature_equip_template starts at 1
- creature.equipment_id references id of creature_equip_template
- creature.equipment_id = 0 means no equipment at all (default 1)
- creature.equipment_id = -1 means pick a random equipment from creature_equip_template
- add equipment info to .npc info command

While table creature_equip_template got bigger in size, this system is easier to mantain and allows creatures to have a random template from a group of equipments
This commit is contained in:
Nay
2013-02-18 12:24:18 +00:00
parent 87d4e8c067
commit 028c72a9f2
19 changed files with 186 additions and 91 deletions
@@ -370,9 +370,7 @@ void ScriptedAI::SetEquipmentSlots(bool loadDefault, int32 mainHand /*= EQUIP_NO
{
if (loadDefault)
{
if (CreatureTemplate const* creatureInfo = sObjectMgr->GetCreatureTemplate(me->GetEntry()))
me->LoadEquipment(creatureInfo->equipmentId, true);
me->LoadEquipment(me->GetOriginalEquipmentId(), true);
return;
}