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
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@@ -111,7 +111,6 @@ struct boss_nalorakk : public BossAI
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_phase = PHASE_START_COMBAT;
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_phase = PHASE_START_COMBAT;
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me->SetReactState(REACT_AGGRESSIVE);
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me->SetReactState(REACT_AGGRESSIVE);
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_active = false;
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_active = false;
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}
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}
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}
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}
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@@ -199,22 +198,12 @@ struct boss_nalorakk : public BossAI
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me->GetCreaturesWithEntryInRange(_waveList, 25.0f, NPC_AMANISHI_MEDICINE_MAN);
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me->GetCreaturesWithEntryInRange(_waveList, 25.0f, NPC_AMANISHI_MEDICINE_MAN);
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GroupedAttack(_waveList);
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GroupedAttack(_waveList);
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Talk(SAY_WAVE4);
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Talk(SAY_WAVE4);
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_introScheduler.Schedule(5s, GROUP_CHECK_DEAD, [this](TaskContext context)
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_waveList.clear();
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{
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_phase = PHASE_START_COMBAT;
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if (CheckFullyDeadGroup(_waveList))
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_ranIntro = true;
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if (_phase == PHASE_SEND_GUARDS_4)
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me->SetImmuneToAll(false);
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{
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me->SetReactState(REACT_AGGRESSIVE);
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_introScheduler.CancelGroup(GROUP_CHECK_DEAD);
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me->SetHomePosition(me->GetPosition());
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me->SetHomePosition(me->GetPosition());
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me->SetImmuneToAll(false);
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me->SetReactState(REACT_AGGRESSIVE);
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me->SetInCombatWithZone();
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_waveList.clear();
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_phase = PHASE_START_COMBAT;
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_ranIntro = true;
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}
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context.Repeat(5s);
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});
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break;
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break;
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}
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}
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}
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}
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