fix(Core/Scripts): Fix boss scripts resetting during death/defeat RP after threat system port (#25185)

Co-authored-by: blinkysc <blinkysc@users.noreply.github.com>
Co-authored-by: Treeston <treeston.mmoc@gmail.com>
This commit is contained in:
blinkysc
2026-03-22 11:07:29 -05:00
committed by GitHub
parent 94faf55a86
commit d3f1be6d22
8 changed files with 34 additions and 11 deletions
@@ -190,11 +190,10 @@ struct boss_felblood_kaelthas : public BossAI
damage = me->GetHealth() - 1;
if (me->isRegeneratingHealth())
{
me->CombatStop();
me->CastStop();
me->SetRegeneratingHealth(false);
me->SetUnitFlag(UNIT_FLAG_DISABLE_MOVE);
me->SetImmuneToAll(true);
me->SetImmuneToAll(true, true);
me->SetReactState(REACT_PASSIVE);
LapseAction(ACTION_REMOVE_FLY);
scheduler.CancelAll();
@@ -161,7 +161,6 @@ struct boss_kalecgos : public BossAI
me->m_Events.AddEventAtOffset([&] {
me->SetReactState(REACT_PASSIVE);
me->CombatStop();
me->RemoveAllAuras();
me->SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
Talk(SAY_EVIL_ENRAGE);