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Fix Script Naxxramass/Anub'Rekhan. Thanks scarymovie87.
Fixes issue #141. Fixes issue #305. - Fix some timers - Implements Berserk ability after 10 minutes - Fixed spawning method for Crypt Guardians - Fix spawn of Corpse Scarabs on player or crypt guardian death. - code cleanup --HG-- branch : trunk
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@@ -16,68 +16,108 @@
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#include "ScriptedPch.h"
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#include "naxxramas.h"
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#include "SpellId.h"
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#define SAY_GREET RAND(-1533000,-1533004,-1533005,-1533006,-1533007)
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#define SAY_AGGRO RAND(-1533001,-1533002,-1533003)
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#define SAY_SLAY -1533008
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#define SPELL_IMPALE RAID_MODE(28783,56090)
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#define SPELL_LOCUSTSWARM RAID_MODE(28785,54021)
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#define SPELL_SELF_SPAWN_5 29105 //This spawns 5 corpse scarabs ontop of us (most likely the player casts this on death)
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#define EVENT_IMPALE 1
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#define EVENT_LOCUST 2
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#define MOB_CRYPT_GUARD 16573
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const Position GuardSummonPos = {3333.72, -3476.30, 287.1, 6.2801};
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enum Events
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{
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EVENT_NONE,
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EVENT_IMPALE,
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EVENT_LOCUST,
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EVENT_SPAWN_GUARDIAN_NORMAL,
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EVENT_BERSERK,
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};
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enum Spells
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{
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SPELL_IMPALE_10 = SPELL_IMPALE_28783,
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SPELL_IMPALE_25 = SPELL_IMPALE_56090,
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SPELL_LOCUST_SWARM_10 = SPELL_LOCUST_SWARM_28785,
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SPELL_LOCUST_SWARM_25 = SPELL_LOCUST_SWARM_54021,
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SPELL_SUMMON_CORPSE_SCARABS_PLR = SPELL_SUMMON_CORPSE_SCARABS_5_29105, // This spawns 5 corpse scarabs on top of player
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SPELL_SUMMON_CORPSE_SCARABS_MOB = SPELL_SUMMON_CORPSE_SCARABS_10_28864, // This spawns 10 corpse scarabs on top of dead guards
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SPELL_BERSERK = SPELL_BERSERK_27680,
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};
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struct TRINITY_DLL_DECL boss_anubrekhanAI : public BossAI
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{
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boss_anubrekhanAI(Creature *c) : BossAI(c, BOSS_ANUBREKHAN) { Prepare(); }
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boss_anubrekhanAI(Creature *c) : BossAI(c, BOSS_ANUBREKHAN) {}
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bool HasTaunted;
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bool hasTaunted;
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void Prepare()
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void Reset()
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{
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HasTaunted = false;
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_Reset();
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if (IsHeroic())
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hasTaunted = false;
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if (getDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL)
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{
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DoSpawnCreature(MOB_CRYPT_GUARD, 0, -10, 0, me->GetOrientation(), TEMPSUMMON_CORPSE_TIMED_DESPAWN, 60000);
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DoSpawnCreature(MOB_CRYPT_GUARD, 0, 10, 0, me->GetOrientation(), TEMPSUMMON_CORPSE_TIMED_DESPAWN, 60000);
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Position pos;
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// respawn guard using home position,
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// otherwise, after a wipe, they respawn where boss was at wipe moment.
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pos = m_creature->GetHomePosition();
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pos.m_positionY -= 10.0f;
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m_creature->SummonCreature(MOB_CRYPT_GUARD, pos, TEMPSUMMON_CORPSE_DESPAWN);
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pos = m_creature->GetHomePosition();
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pos.m_positionY += 10.0f;
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m_creature->SummonCreature(MOB_CRYPT_GUARD, pos, TEMPSUMMON_CORPSE_DESPAWN);
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}
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}
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void InitializeAI() { Prepare(); BossAI::InitializeAI(); }
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void JustReachedHome() { Prepare(); _JustReachedHome(); }
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void KilledUnit(Unit* victim)
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{
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//Force the player to spawn corpse scarabs via spell
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victim->CastSpell(victim, SPELL_SELF_SPAWN_5, true, NULL, NULL, me->GetGUID());
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//Force the player to spawn corpse scarabs via spell, TODO: Check percent chance for scarabs, 20% at the moment
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if (!(rand()%5))
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DoScriptText(SAY_SLAY, me);
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if (victim->GetTypeId() == TYPEID_PLAYER)
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victim->CastSpell(victim, SPELL_SUMMON_CORPSE_SCARABS_PLR, true, NULL, NULL, me->GetGUID());
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DoScriptText(SAY_SLAY, me);
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}
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void EnterCombat(Unit *who)
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{
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_EnterCombat();
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DoScriptText(SAY_AGGRO, me);
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events.ScheduleEvent(EVENT_IMPALE, 15000, 1);
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events.ScheduleEvent(EVENT_LOCUST, 80000 + rand()%40000, 1);
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events.ScheduleEvent(EVENT_IMPALE, 10000 + rand()%10000);
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events.ScheduleEvent(EVENT_LOCUST, 90000);
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events.ScheduleEvent(EVENT_BERSERK, 600000);
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if (getDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL)
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events.ScheduleEvent(EVENT_SPAWN_GUARDIAN_NORMAL, urand(15000,20000));
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}
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void MoveInLineOfSight(Unit *who)
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{
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if (!HasTaunted && me->IsWithinDistInMap(who, 60.0f))
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if (!hasTaunted && me->IsWithinDistInMap(who, 60.0f) && who->GetTypeId() == TYPEID_PLAYER)
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{
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DoScriptText(SAY_GREET, me);
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HasTaunted = true;
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hasTaunted = true;
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}
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ScriptedAI::MoveInLineOfSight(who);
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}
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void SummonedCreatureDespawn(Creature *summon)
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{
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BossAI::SummonedCreatureDespawn(summon);
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// check if it is an actual killed guard
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if (!m_creature->isAlive() || summon->isAlive() || summon->GetEntry() != MOB_CRYPT_GUARD)
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return;
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summon->CastSpell(summon, SPELL_SUMMON_CORPSE_SCARABS_MOB, true, NULL, NULL, me->GetGUID());
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}
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void UpdateAI(const uint32 diff)
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{
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if (!UpdateVictim() || !CheckInRoom())
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@@ -92,17 +132,25 @@ struct TRINITY_DLL_DECL boss_anubrekhanAI : public BossAI
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case EVENT_IMPALE:
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//Cast Impale on a random target
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//Do NOT cast it when we are afflicted by locust swarm
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if (!me->HasAura(SPELL_LOCUSTSWARM))
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if (!me->HasAura(RAID_MODE(SPELL_LOCUST_SWARM_10,SPELL_LOCUST_SWARM_25)))
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if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
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DoCast(pTarget, SPELL_IMPALE);
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events.ScheduleEvent(EVENT_IMPALE, 15000, 1);
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events.DelayEvents(1500, 1);
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return;
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DoCast(pTarget, RAID_MODE(SPELL_IMPALE_10,SPELL_IMPALE_25));
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events.ScheduleEvent(EVENT_IMPALE, urand(10000,20000));
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break;
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case EVENT_LOCUST:
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DoCast(m_creature, SPELL_LOCUSTSWARM);
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DoSpawnCreature(MOB_CRYPT_GUARD, 5, 5, 0, 0, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 60000);
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events.ScheduleEvent(EVENT_LOCUST, 90000, 1);
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return;
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// TODO : Add Text
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DoCast(m_creature, RAID_MODE(SPELL_LOCUST_SWARM_10,SPELL_LOCUST_SWARM_25));
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DoSummon(MOB_CRYPT_GUARD, GuardSummonPos, 0, TEMPSUMMON_CORPSE_DESPAWN);
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events.ScheduleEvent(EVENT_LOCUST, 90000);
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break;
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case EVENT_SPAWN_GUARDIAN_NORMAL:
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// TODO : Add Text
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DoSummon(MOB_CRYPT_GUARD, GuardSummonPos, 0, TEMPSUMMON_CORPSE_DESPAWN);
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break;
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case EVENT_BERSERK:
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DoCast(m_creature, SPELL_BERSERK, true);
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events.ScheduleEvent(EVENT_BERSERK, 600000);
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break;
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}
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}
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@@ -123,4 +171,3 @@ void AddSC_boss_anubrekhan()
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newscript->GetAI = &GetAI_boss_anubrekhan;
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newscript->RegisterSelf();
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}
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