fix(Core/ZulGurub): more improvements to High Priestess Jeklik (#11604)
* Fix(Core/ZulGurub): more improvements to High Priestess Jeklik * remove old comment * cancel phase one events on phase 2 * Update src/server/scripts/EasternKingdoms/ZulGurub/boss_jeklik.cpp Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * Update src/server/scripts/EasternKingdoms/ZulGurub/boss_jeklik.cpp Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * style * build Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
This commit is contained in:
@@ -0,0 +1,8 @@
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--
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UPDATE `creature_template` SET `speed_run` = 1.14286, `speed_walk` = 1.32 WHERE `entry` = 14517;
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DELETE FROM `spell_script_names` WHERE `ScriptName` = 'spell_batrider_bomb';
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INSERT INTO `spell_script_names` (`spell_id`, `ScriptName`) VALUES
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(23970, 'spell_batrider_bomb');
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UPDATE `gameobject_template` SET `Data2` = 6 WHERE `entry` = 180125;
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@@ -15,8 +15,11 @@
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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*/
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#include "GameObjectAI.h"
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#include "ScriptMgr.h"
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#include "ScriptMgr.h"
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#include "ScriptedCreature.h"
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#include "ScriptedCreature.h"
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#include "SpellScript.h"
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#include "TaskScheduler.h"
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#include "zulgurub.h"
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#include "zulgurub.h"
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enum Says
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enum Says
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@@ -49,7 +52,8 @@ enum Spells
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SPELL_GREATER_HEAL = 23954,
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SPELL_GREATER_HEAL = 23954,
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// Batriders Spell
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// Batriders Spell
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SPELL_BOMB = 40332 // Wrong ID but Magmadars bomb is not working...
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SPELL_THROW_LIQUID_FIRE = 23970,
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SPELL_SUMMON_LIQUID_FIRE = 23971
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};
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};
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enum BatIds
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enum BatIds
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@@ -93,214 +97,227 @@ Position const SpawnBat[6] =
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{ -12293.6220f, -1380.2640f, 144.8304f, 5.483f }
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{ -12293.6220f, -1380.2640f, 144.8304f, 5.483f }
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};
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};
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class boss_jeklik : public CreatureScript
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struct boss_jeklik : public BossAI
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{
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{
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public:
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boss_jeklik(Creature* creature) : BossAI(creature, DATA_JEKLIK) { }
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boss_jeklik() : CreatureScript("boss_jeklik") { }
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struct boss_jeklikAI : public BossAI
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void Reset() override
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{
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{
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boss_jeklikAI(Creature* creature) : BossAI(creature, DATA_JEKLIK) { }
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DoCastSelf(SPELL_GREEN_CHANNELING);
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me->SetHover(false);
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me->SetDisableGravity(false);
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_Reset();
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}
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void Reset() override
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void JustDied(Unit* /*killer*/) override
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{
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_JustDied();
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Talk(SAY_DEATH);
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}
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void EnterEvadeMode(EvadeReason why) override
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{
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const Position homePos = me->GetHomePosition();
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me->NearTeleportTo(homePos.GetPositionX(), homePos.GetPositionY(), homePos.GetPositionZ(), homePos.GetOrientation());
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BossAI::EnterEvadeMode(why);
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}
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void EnterCombat(Unit* /*who*/) override
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{
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_EnterCombat();
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Talk(SAY_AGGRO);
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me->RemoveAurasDueToSpell(SPELL_GREEN_CHANNELING);
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me->SetHover(true);
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me->SetDisableGravity(true);
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me->AddUnitState(UNIT_STATE_IGNORE_PATHFINDING);
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DoCastSelf(SPELL_BAT_FORM);
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events.SetPhase(PHASE_ONE);
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events.ScheduleEvent(EVENT_CHARGE_JEKLIK, urand(10000, 20000), PHASE_ONE);
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events.ScheduleEvent(EVENT_PIERCE_ARMOR, urand(5000, 15000), PHASE_ONE);
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events.ScheduleEvent(EVENT_BLOOD_LEECH, urand(5000, 15000), PHASE_ONE);
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events.ScheduleEvent(EVENT_SONIC_BURST, urand(5000, 15000), PHASE_ONE);
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events.ScheduleEvent(EVENT_SWOOP, 20000, PHASE_ONE);
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events.ScheduleEvent(EVENT_SPAWN_BATS, 30000, PHASE_ONE);
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}
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void DamageTaken(Unit* /*who*/, uint32& /*damage*/, DamageEffectType, SpellSchoolMask) override
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{
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if (events.IsInPhase(PHASE_ONE) && !HealthAbovePct(50))
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{
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{
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DoCastSelf(SPELL_GREEN_CHANNELING);
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me->RemoveAurasDueToSpell(SPELL_BAT_FORM);
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_Reset();
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me->SetHover(false);
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me->SetDisableGravity(false);
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DoResetThreat();
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events.SetPhase(PHASE_TWO);
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events.CancelEventGroup(PHASE_ONE);
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events.ScheduleEvent(EVENT_CURSE_OF_BLOOD, urand(5000, 15000), PHASE_TWO);
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events.ScheduleEvent(EVENT_SHADOW_WORD_PAIN, urand(10000, 15000), PHASE_TWO);
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events.ScheduleEvent(EVENT_PSYCHIC_SCREAM, urand(25000, 35000), PHASE_TWO);
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events.ScheduleEvent(EVENT_MIND_FLAY, urand(10000, 30000), PHASE_TWO);
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events.ScheduleEvent(EVENT_GREATER_HEAL, 25000, PHASE_TWO);
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events.ScheduleEvent(EVENT_SPAWN_FLYING_BATS, 10000, PHASE_TWO);
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return;
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}
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}
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}
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void JustDied(Unit* /*killer*/) override
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void UpdateAI(uint32 diff) override
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{
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if (!UpdateVictim())
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return;
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events.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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while (uint32 eventId = events.ExecuteEvent())
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{
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{
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_JustDied();
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switch (eventId)
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Talk(SAY_DEATH);
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}
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void EnterCombat(Unit* /*who*/) override
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{
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_EnterCombat();
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Talk(SAY_AGGRO);
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me->RemoveAurasDueToSpell(SPELL_GREEN_CHANNELING);
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me->SetDisableGravity(true);
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DoCastSelf(SPELL_BAT_FORM);
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events.SetPhase(PHASE_ONE);
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events.ScheduleEvent(EVENT_CHARGE_JEKLIK, urand(10000, 20000), PHASE_ONE);
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events.ScheduleEvent(EVENT_PIERCE_ARMOR, urand(5000, 15000), PHASE_ONE);
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events.ScheduleEvent(EVENT_BLOOD_LEECH, urand(5000, 15000), PHASE_ONE);
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events.ScheduleEvent(EVENT_SONIC_BURST, urand(5000, 15000), PHASE_ONE);
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events.ScheduleEvent(EVENT_SWOOP, 20000, PHASE_ONE);
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events.ScheduleEvent(EVENT_SPAWN_BATS, 30000, PHASE_ONE);
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}
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void DamageTaken(Unit*, uint32& /*damage*/, DamageEffectType, SpellSchoolMask) override
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{
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if (events.IsInPhase(PHASE_ONE) && !HealthAbovePct(50))
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{
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{
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me->RemoveAurasDueToSpell(SPELL_BAT_FORM);
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// Phase one
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me->SetDisableGravity(false);
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case EVENT_CHARGE_JEKLIK:
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DoResetThreat();
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if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
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events.SetPhase(PHASE_TWO);
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{
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DoCast(target, SPELL_CHARGE);
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events.ScheduleEvent(EVENT_CURSE_OF_BLOOD, urand(5000, 15000), PHASE_TWO);
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AttackStart(target);
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events.ScheduleEvent(EVENT_SHADOW_WORD_PAIN, urand(10000, 15000), PHASE_TWO);
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}
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events.ScheduleEvent(EVENT_PSYCHIC_SCREAM, urand(25000, 35000), PHASE_TWO);
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events.ScheduleEvent(EVENT_CHARGE_JEKLIK, urand(15000, 30000), PHASE_ONE);
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events.ScheduleEvent(EVENT_MIND_FLAY, urand(10000, 30000), PHASE_TWO);
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break;
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events.ScheduleEvent(EVENT_GREATER_HEAL, 25000, PHASE_TWO);
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case EVENT_PIERCE_ARMOR:
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events.ScheduleEvent(EVENT_SPAWN_FLYING_BATS, 10000, PHASE_TWO);
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DoCastVictim(SPELL_PIERCE_ARMOR);
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events.ScheduleEvent(EVENT_PIERCE_ARMOR, urand(20000, 30000), PHASE_ONE);
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return;
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break;
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}
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case EVENT_BLOOD_LEECH:
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}
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DoCastVictim(SPELL_BLOOD_LEECH);
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events.ScheduleEvent(EVENT_BLOOD_LEECH, urand(10000, 20000), PHASE_ONE);
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void UpdateAI(uint32 diff) override
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break;
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{
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case EVENT_SONIC_BURST:
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if (!UpdateVictim())
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DoCastVictim(SPELL_SONIC_BURST);
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return;
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events.ScheduleEvent(EVENT_SONIC_BURST, urand(20000, 30000), PHASE_ONE);
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break;
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events.Update(diff);
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case EVENT_SWOOP:
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DoCastVictim(SPELL_SWOOP);
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if (me->HasUnitState(UNIT_STATE_CASTING))
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events.ScheduleEvent(EVENT_SWOOP, urand(20000, 30000), PHASE_ONE);
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return;
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break;
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case EVENT_SPAWN_BATS:
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while (uint32 eventId = events.ExecuteEvent())
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Talk(EMOTE_SUMMON_BATS);
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{
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if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
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switch (eventId)
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for (uint8 i = 0; i < 6; ++i)
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{
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if (Creature* bat = me->SummonCreature(NPC_BLOODSEEKER_BAT, SpawnBat[i], TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
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// Phase one
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bat->AI()->AttackStart(target);
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case EVENT_CHARGE_JEKLIK:
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events.ScheduleEvent(EVENT_SPAWN_BATS, 30000, PHASE_ONE);
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if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
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break;
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{
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DoCast(target, SPELL_CHARGE);
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AttackStart(target);
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}
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events.ScheduleEvent(EVENT_CHARGE_JEKLIK, urand(15000, 30000), PHASE_ONE);
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break;
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case EVENT_PIERCE_ARMOR:
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DoCastVictim(SPELL_PIERCE_ARMOR);
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events.ScheduleEvent(EVENT_PIERCE_ARMOR, urand(20000, 30000), PHASE_ONE);
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break;
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case EVENT_BLOOD_LEECH:
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DoCastVictim(SPELL_BLOOD_LEECH);
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events.ScheduleEvent(EVENT_BLOOD_LEECH, urand(10000, 20000), PHASE_ONE);
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break;
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case EVENT_SONIC_BURST:
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DoCastVictim(SPELL_SONIC_BURST);
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events.ScheduleEvent(EVENT_SONIC_BURST, urand(20000, 30000), PHASE_ONE);
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break;
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case EVENT_SWOOP:
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DoCastVictim(SPELL_SWOOP);
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events.ScheduleEvent(EVENT_SWOOP, urand(20000, 30000), PHASE_ONE);
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break;
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case EVENT_SPAWN_BATS:
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Talk(EMOTE_SUMMON_BATS);
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if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
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for (uint8 i = 0; i < 6; ++i)
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if (Creature* bat = me->SummonCreature(NPC_BLOODSEEKER_BAT, SpawnBat[i], TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
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bat->AI()->AttackStart(target);
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events.ScheduleEvent(EVENT_SPAWN_BATS, 30000, PHASE_ONE);
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break;
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//Phase two
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//Phase two
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case EVENT_CURSE_OF_BLOOD:
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case EVENT_CURSE_OF_BLOOD:
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DoCastSelf(SPELL_CURSE_OF_BLOOD);
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DoCastSelf(SPELL_CURSE_OF_BLOOD);
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events.ScheduleEvent(EVENT_CURSE_OF_BLOOD, urand(25000, 30000), PHASE_TWO);
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events.ScheduleEvent(EVENT_CURSE_OF_BLOOD, urand(25000, 30000), PHASE_TWO);
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break;
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break;
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case EVENT_PSYCHIC_SCREAM:
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case EVENT_PSYCHIC_SCREAM:
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DoCastVictim(SPELL_PSYCHIC_SCREAM);
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DoCastVictim(SPELL_PSYCHIC_SCREAM);
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events.ScheduleEvent(EVENT_PSYCHIC_SCREAM, urand(35000, 45000), PHASE_TWO);
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events.ScheduleEvent(EVENT_PSYCHIC_SCREAM, urand(35000, 45000), PHASE_TWO);
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break;
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break;
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case EVENT_SHADOW_WORD_PAIN:
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case EVENT_SHADOW_WORD_PAIN:
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DoCastRandomTarget(SPELL_SHADOW_WORD_PAIN, 0, true);
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DoCastRandomTarget(SPELL_SHADOW_WORD_PAIN, 0, true);
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events.ScheduleEvent(EVENT_SHADOW_WORD_PAIN, urand(12000, 18000), PHASE_TWO);
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events.ScheduleEvent(EVENT_SHADOW_WORD_PAIN, urand(12000, 18000), PHASE_TWO);
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break;
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break;
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case EVENT_MIND_FLAY:
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case EVENT_MIND_FLAY:
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DoCastVictim(SPELL_MIND_FLAY);
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DoCastVictim(SPELL_MIND_FLAY);
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events.ScheduleEvent(EVENT_MIND_FLAY, urand(20000, 40000), PHASE_TWO);
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events.ScheduleEvent(EVENT_MIND_FLAY, urand(20000, 40000), PHASE_TWO);
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break;
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break;
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case EVENT_GREATER_HEAL:
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case EVENT_GREATER_HEAL:
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Talk(EMOTE_GREAT_HEAL);
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Talk(EMOTE_GREAT_HEAL);
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me->InterruptNonMeleeSpells(false);
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me->InterruptNonMeleeSpells(false);
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DoCastSelf(SPELL_GREATER_HEAL);
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DoCastSelf(SPELL_GREATER_HEAL);
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events.ScheduleEvent(EVENT_GREATER_HEAL, 25000, PHASE_TWO);
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events.ScheduleEvent(EVENT_GREATER_HEAL, 25000, PHASE_TWO);
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break;
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break;
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case EVENT_SPAWN_FLYING_BATS:
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case EVENT_SPAWN_FLYING_BATS:
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Talk(SAY_CALL_RIDERS);
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Talk(SAY_CALL_RIDERS);
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if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
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if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
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if (Creature* flyingBat = me->SummonCreature(NPC_FRENZIED_BAT, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ() + 15.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
|
if (Creature* flyingBat = me->SummonCreature(NPC_FRENZIED_BAT, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ() + 15.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
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flyingBat->AI()->AttackStart(target);
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flyingBat->AI()->DoZoneInCombat();
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events.ScheduleEvent(EVENT_SPAWN_FLYING_BATS, urand(10000, 15000), PHASE_TWO);
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events.ScheduleEvent(EVENT_SPAWN_FLYING_BATS, urand(10000, 15000), PHASE_TWO);
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break;
|
break;
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default:
|
default:
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break;
|
break;
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}
|
|
||||||
}
|
}
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|
|
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DoMeleeAttackIfReady();
|
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}
|
}
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};
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|
|
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CreatureAI* GetAI(Creature* creature) const override
|
DoMeleeAttackIfReady();
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{
|
|
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return GetZulGurubAI<boss_jeklikAI>(creature);
|
|
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}
|
}
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};
|
};
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|
|
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// Flying Bat
|
// Flying Bat
|
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class npc_batrider : public CreatureScript
|
struct npc_batrider : public ScriptedAI
|
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{
|
{
|
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public:
|
npc_batrider(Creature* creature) : ScriptedAI(creature)
|
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npc_batrider() : CreatureScript("npc_batrider") { }
|
|
||||||
|
|
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struct npc_batriderAI : public ScriptedAI
|
|
||||||
{
|
{
|
||||||
npc_batriderAI(Creature* creature) : ScriptedAI(creature) { }
|
_scheduler.SetValidator([this]
|
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|
|
||||||
uint32 Bomb_Timer;
|
|
||||||
|
|
||||||
void Reset() override
|
|
||||||
{
|
{
|
||||||
Bomb_Timer = 2000;
|
return !me->HasUnitState(UNIT_STATE_CASTING);
|
||||||
me->SetUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
|
});
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me->AddUnitState(UNIT_STATE_ROOT);
|
}
|
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}
|
|
||||||
|
|
||||||
void EnterCombat(Unit* /*who*/) override { }
|
void Reset() override
|
||||||
|
|
||||||
void UpdateAI(uint32 diff) override
|
|
||||||
{
|
|
||||||
if (!UpdateVictim())
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (Bomb_Timer <= diff)
|
|
||||||
{
|
|
||||||
std::list<Unit*> targets;
|
|
||||||
SelectTargetList(targets, 1, SelectTargetMethod::Random, 500.0f, true);
|
|
||||||
if (!targets.empty())
|
|
||||||
{
|
|
||||||
if (targets.size() > 1)
|
|
||||||
{
|
|
||||||
targets.resize(1);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
for (std::list<Unit*>::iterator itr = targets.begin(); itr != targets.end(); ++itr)
|
|
||||||
{
|
|
||||||
me->CastSpell((*itr), SPELL_BOMB);
|
|
||||||
}
|
|
||||||
|
|
||||||
Bomb_Timer = 7000;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
Bomb_Timer -= diff;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
CreatureAI* GetAI(Creature* creature) const override
|
|
||||||
{
|
{
|
||||||
return GetZulGurubAI<npc_batriderAI>(creature);
|
_scheduler.CancelAll();
|
||||||
|
me->SetUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
|
||||||
|
me->SetHover(true);
|
||||||
|
me->SetDisableGravity(true);
|
||||||
|
me->AddUnitState(UNIT_STATE_ROOT);
|
||||||
|
}
|
||||||
|
|
||||||
|
void EnterCombat(Unit* /*who*/) override
|
||||||
|
{
|
||||||
|
_scheduler.Schedule(2s, [this](TaskContext context)
|
||||||
|
{
|
||||||
|
DoCastRandomTarget(SPELL_THROW_LIQUID_FIRE);
|
||||||
|
context.Repeat(7s);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateAI(uint32 diff) override
|
||||||
|
{
|
||||||
|
if (!UpdateVictim())
|
||||||
|
return;
|
||||||
|
|
||||||
|
_scheduler.Update(diff);
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
TaskScheduler _scheduler;
|
||||||
|
};
|
||||||
|
|
||||||
|
class spell_batrider_bomb : public SpellScript
|
||||||
|
{
|
||||||
|
PrepareSpellScript(spell_batrider_bomb);
|
||||||
|
|
||||||
|
bool Validate(SpellInfo const* /*spellInfo*/) override
|
||||||
|
{
|
||||||
|
return ValidateSpellInfo({ SPELL_SUMMON_LIQUID_FIRE });
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandleScriptEffect(SpellEffIndex effIndex)
|
||||||
|
{
|
||||||
|
PreventHitDefaultEffect(effIndex);
|
||||||
|
|
||||||
|
if (Unit* target = GetHitUnit())
|
||||||
|
{
|
||||||
|
target->CastSpell(target, SPELL_SUMMON_LIQUID_FIRE, true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Register() override
|
||||||
|
{
|
||||||
|
OnEffectHitTarget += SpellEffectFn(spell_batrider_bomb::HandleScriptEffect, EFFECT_1, SPELL_EFFECT_SCRIPT_EFFECT);
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
void AddSC_boss_jeklik()
|
void AddSC_boss_jeklik()
|
||||||
{
|
{
|
||||||
new boss_jeklik();
|
RegisterCreatureAI(boss_jeklik);
|
||||||
new npc_batrider();
|
RegisterCreatureAI(npc_batrider);
|
||||||
|
RegisterSpellScript(spell_batrider_bomb);
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user