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Implemented script for npcs 32369,32371,32372. By Malcrom.
For a full fix apply http://trinitydatabase.org/index.php?/topic/14699-fix-transitus-shield-invisible-bunny-positions-violet-stand/ --HG-- branch : trunk
This commit is contained in:
@@ -444,6 +444,7 @@ SET(scripts_STAT_SRCS
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northrend/sholazar_basin.cpp
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northrend/storm_peaks.cpp
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northrend/zuldrak.cpp
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northrend/crystalsong_forest.cpp
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outland/auchindoun/auchenai_crypts/boss_exarch_maladaar.cpp
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outland/auchindoun/auchenai_crypts/boss_shirrak_the_dead_watcher.cpp
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outland/auchindoun/mana_tombs/boss_nexusprince_shaffar.cpp
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114
src/scripts/northrend/crystalsong_forest.cpp
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114
src/scripts/northrend/crystalsong_forest.cpp
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@@ -0,0 +1,114 @@
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/*
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* Copyright (C) 2010 Trinity <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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/* Script Data Start
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SDName: CrystalSongForest
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SDAuthor: Malcrom
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SD%Complete: 99%
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SDComment:
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SDCategory: CrystalsongForest
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Script Data End */
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#include "ScriptedPch.h"
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/*******************************************************
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* npc_warmage_violetstand
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*******************************************************/
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enum Spells
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{
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SPELL_TRANSITUS_SHIELD_BEAM = 48310
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};
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enum NPCs
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{
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NPC_TRANSITUS_SHIELD_DUMMY = 27306,
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NPC_WARMAGE_SARINA = 32369,
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NPC_WARMAGE_HALISTER = 32371,
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NPC_WARMAGE_ILSUDRIA = 32372
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};
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struct npc_warmage_violetstandAI : public Scripted_NoMovementAI
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{
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npc_warmage_violetstandAI(Creature* pCreature) : Scripted_NoMovementAI(pCreature){}
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uint32 m_uiTimer; //Timer until recast
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std::list<Creature *> orbList;
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void Reset()
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{
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m_uiTimer = 0;
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}
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void Aggro(Unit* pWho){}
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void AttackStart(Unit* pWho){}
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void UpdateAI(const uint32 uiDiff)
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{
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if (m_uiTimer <= uiDiff)
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{
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m_creature->CastStop();
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Creature* pTarget = GetClosestCreatureWithEntry(me,NPC_TRANSITUS_SHIELD_DUMMY,32.0f);
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switch(me->GetEntry())
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{
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case NPC_WARMAGE_SARINA:
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GetCreatureListWithEntryInGrid(orbList, m_creature, NPC_TRANSITUS_SHIELD_DUMMY, 32.0f);
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if (!orbList.empty())
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{
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for (std::list<Creature*>::iterator itr = orbList.begin(); itr != orbList.end(); ++itr)
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{
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if (Creature* pOrb = *itr)
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if (pOrb->GetPositionY() < 1000)
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DoCast(pOrb,SPELL_TRANSITUS_SHIELD_BEAM);
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}
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}
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m_uiTimer = 90000;
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break;
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case NPC_WARMAGE_HALISTER:
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case NPC_WARMAGE_ILSUDRIA:
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if (pTarget)
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DoCast(pTarget,SPELL_TRANSITUS_SHIELD_BEAM);
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m_uiTimer = 90000;
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break;
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}
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}
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else m_uiTimer -= uiDiff;
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ScriptedAI::UpdateAI(uiDiff);
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if (!UpdateVictim())
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return;
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}
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};
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CreatureAI* GetAI_npc_warmage_violetstand(Creature* pCreature)
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{
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return new npc_warmage_violetstandAI(pCreature);
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}
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void AddSC_crystalsong_forest()
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{
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Script *newscript;
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newscript = new Script;
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newscript->Name = "npc_warmage_violetstand";
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newscript->GetAI = &GetAI_npc_warmage_violetstand;
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newscript->RegisterSelf();
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}
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