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NPC_IPP_x scrips #425

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Boxhead78 opened this issue Nov 24, 2024 · 0 comments
Open

NPC_IPP_x scrips #425

Boxhead78 opened this issue Nov 24, 2024 · 0 comments

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@Boxhead78
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About 4dcc1ff

Can't you just add another check if the player is phased instead of removing the phasing for the creature in order to prevent it from attacking? Something like:

        void AttackStart(Unit* target) override
        {
            if (target->IsPlayer())
            {
                if (!CanBeSeen(target->ToPlayer()))
                    return;
            }

            // Standardmäßiges Angriffverhalten ausführen
            SmartAI::AttackStart(target);
        }

Also on my server I found out that the NPC_IPP scripts have the problem, that they break SmartAI depending on on which creature you're using the scripts. Because of that I've changed ScriptedAI to SmartAI and it'll start working again. Just FYI 🙂

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