fix(Scripts/ZulAman): Narolakk dont engage after wave dies and attack… (#20615)

* fix(Scripts/ZulAman): Narolakk dont engage after wave dies and attackable

* Update boss_nalorakk.cpp
This commit is contained in:
Andrew
2024-11-18 04:23:46 -03:00
committed by GitHub
parent 5f7aa536bf
commit 68f3a59f78
@@ -111,7 +111,6 @@ struct boss_nalorakk : public BossAI
_phase = PHASE_START_COMBAT; _phase = PHASE_START_COMBAT;
me->SetReactState(REACT_AGGRESSIVE); me->SetReactState(REACT_AGGRESSIVE);
_active = false; _active = false;
} }
} }
@@ -199,22 +198,12 @@ struct boss_nalorakk : public BossAI
me->GetCreaturesWithEntryInRange(_waveList, 25.0f, NPC_AMANISHI_MEDICINE_MAN); me->GetCreaturesWithEntryInRange(_waveList, 25.0f, NPC_AMANISHI_MEDICINE_MAN);
GroupedAttack(_waveList); GroupedAttack(_waveList);
Talk(SAY_WAVE4); Talk(SAY_WAVE4);
_introScheduler.Schedule(5s, GROUP_CHECK_DEAD, [this](TaskContext context)
{
if (CheckFullyDeadGroup(_waveList))
if (_phase == PHASE_SEND_GUARDS_4)
{
_introScheduler.CancelGroup(GROUP_CHECK_DEAD);
me->SetHomePosition(me->GetPosition());
me->SetImmuneToAll(false);
me->SetReactState(REACT_AGGRESSIVE);
me->SetInCombatWithZone();
_waveList.clear(); _waveList.clear();
_phase = PHASE_START_COMBAT; _phase = PHASE_START_COMBAT;
_ranIntro = true; _ranIntro = true;
} me->SetImmuneToAll(false);
context.Repeat(5s); me->SetReactState(REACT_AGGRESSIVE);
}); me->SetHomePosition(me->GetPosition());
break; break;
} }
} }