mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-18 08:28:32 +01:00
Correction in scripts (m_creature -> me) - fixes #1954
(Also corrects some old scripts that seems to have been done the same way) --HG-- branch : trunk
This commit is contained in:
@@ -93,7 +93,7 @@ struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
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{
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//Say some stuff
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DoSay(SAY_AGGRO,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(m_creature,8280);
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DoPlaySoundToSet(me,8280);
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}
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//*** HANDLED FUNCTION ***
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@@ -101,7 +101,7 @@ struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
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void UpdateAI(const uint32 diff)
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{
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//Out of combat timers
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if (!m_creature->getVictim())
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if (!me->getVictim())
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{
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//Random Say timer
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if (Say_Timer < diff)
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@@ -111,27 +111,27 @@ struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
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{
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case 0:
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DoYell(SAY_RANDOM_0,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(m_creature,8831); //8831 is the index of the sound we are playing. You find these numbers in SoundEntries.dbc
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DoPlaySoundToSet(me,8831); //8831 is the index of the sound we are playing. You find these numbers in SoundEntries.dbc
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break;
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case 1:
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DoYell(SAY_RANDOM_1,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(m_creature,8818);
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DoPlaySoundToSet(me,8818);
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break;
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case 2:
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DoYell(SAY_RANDOM_2,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(m_creature,8041);
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DoPlaySoundToSet(me,8041);
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break;
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case 3:
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DoYell(SAY_RANDOM_3,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(m_creature,8581);
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DoPlaySoundToSet(me,8581);
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break;
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case 4:
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DoYell(SAY_RANDOM_4,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(m_creature,8791);
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DoPlaySoundToSet(me,8791);
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break;
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}
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@@ -141,7 +141,7 @@ struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
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//Rebuff timer
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if (Rebuff_Timer < diff)
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{
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DoCast(m_creature,SPELL_BUFF);
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DoCast(me,SPELL_BUFF);
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Rebuff_Timer = 900000; //Rebuff agian in 15 minutes
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}else Rebuff_Timer -= diff;
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}
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@@ -155,9 +155,9 @@ struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
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{
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//Cast spell one on our current target.
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if (rand()%50 > 10)
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DoCast(m_creature->getVictim(),SPELL_ONE_ALT);
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else if (m_creature->IsWithinDist(m_creature->getVictim(), 25))
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DoCast(m_creature->getVictim(),SPELL_ONE);
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DoCast(me->getVictim(),SPELL_ONE_ALT);
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else if (me->IsWithinDist(me->getVictim(), 25))
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DoCast(me->getVictim(),SPELL_ONE);
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Spell_1_Timer = 5000;
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}else Spell_1_Timer -= diff;
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@@ -166,7 +166,7 @@ struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
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if (Spell_2_Timer < diff)
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{
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//Cast spell one on our current target.
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DoCast(m_creature->getVictim(),SPELL_TWO);
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DoCast(me->getVictim(),SPELL_TWO);
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Spell_2_Timer = 37000;
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}else Spell_2_Timer -= diff;
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@@ -176,7 +176,7 @@ struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
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if (Spell_3_Timer < diff)
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{
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//Cast spell one on our current target.
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DoCast(m_creature->getVictim(),SPELL_THREE);
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DoCast(me->getVictim(),SPELL_THREE);
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Spell_3_Timer = 19000;
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}else Spell_3_Timer -= diff;
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@@ -186,9 +186,9 @@ struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
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if (Beserk_Timer < diff)
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{
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//Say our line then cast uber death spell
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DoPlaySoundToSet(m_creature,8588);
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DoYell(SAY_BESERK,LANG_UNIVERSAL,m_creature->getVictim());
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DoCast(m_creature->getVictim(),SPELL_BESERK);
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DoPlaySoundToSet(me,8588);
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DoYell(SAY_BESERK,LANG_UNIVERSAL,me->getVictim());
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DoCast(me->getVictim(),SPELL_BESERK);
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//Cast our beserk spell agian in 12 seconds if we didn't kill everyone
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Beserk_Timer = 12000;
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@@ -201,7 +201,7 @@ struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
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//Go to next phase
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Phase++;
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DoYell(SAY_PHASE,LANG_UNIVERSAL,NULL);
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DoCast(m_creature,SPELL_ENRAGE);
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DoCast(me,SPELL_ENRAGE);
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}else Phase_Timer -= diff;
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DoMeleeAttackIfReady();
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@@ -57,24 +57,24 @@ struct TRINITY_DLL_DECL npc_testAI : public npc_escortAI
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switch (i)
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{
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case 1:
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m_creature->Say(SAY_WALK, LANG_UNIVERSAL, 0);
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me->Say(SAY_WALK, LANG_UNIVERSAL, 0);
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break;
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case 3:
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{
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m_creature->Say(SAY_ATTACK, LANG_UNIVERSAL, 0);
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Creature* temp = m_creature->SummonCreature(21878, m_creature->GetPositionX()+5, m_creature->GetPositionY()+7, m_creature->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 3000);
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me->Say(SAY_ATTACK, LANG_UNIVERSAL, 0);
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Creature* temp = me->SummonCreature(21878, me->GetPositionX()+5, me->GetPositionY()+7, me->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 3000);
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if (temp)
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temp->AI()->AttackStart(m_creature);
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temp->AI()->AttackStart(me);
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}
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break;
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case 4:
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{
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m_creature->Say(SAY_TIME_TO_GO, LANG_UNIVERSAL, PlayerGUID);
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m_creature->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
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me->Say(SAY_TIME_TO_GO, LANG_UNIVERSAL, PlayerGUID);
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me->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
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Unit* temp = Unit::GetUnit(*m_creature, PlayerGUID);
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Unit* temp = Unit::GetUnit(*me, PlayerGUID);
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if (temp)
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{
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temp->MonsterSay(SAY_BYE, LANG_UNIVERSAL, 0);
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@@ -88,8 +88,8 @@ struct TRINITY_DLL_DECL npc_testAI : public npc_escortAI
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void Aggro(Unit*)
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{
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if (HasEscortState(STATE_ESCORT_ESCORTING))
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m_creature->Say(SAY_AGGRO1, LANG_UNIVERSAL, PlayerGUID);
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else m_creature->Say(SAY_AGGRO2, LANG_UNIVERSAL, 0);
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me->Say(SAY_AGGRO1, LANG_UNIVERSAL, PlayerGUID);
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else me->Say(SAY_AGGRO2, LANG_UNIVERSAL, 0);
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}
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void Reset()
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@@ -102,16 +102,16 @@ struct TRINITY_DLL_DECL npc_testAI : public npc_escortAI
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{
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if (HasEscortState(STATE_ESCORT_ESCORTING))
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{
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//killer = m_creature when player got to far from creature
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if (killer == m_creature)
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//killer = me when player got to far from creature
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if (killer == me)
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{
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Unit *pTemp = Unit::GetUnit(*m_creature,PlayerGUID);
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Unit *pTemp = Unit::GetUnit(*me,PlayerGUID);
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if (pTemp)
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DoWhisper(WHISPER_TOO_FAR, pTemp);
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}
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else m_creature->Say(SAY_DIE1, LANG_UNIVERSAL, PlayerGUID);
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else me->Say(SAY_DIE1, LANG_UNIVERSAL, PlayerGUID);
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}
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else m_creature->Say(SAY_DIE2, LANG_UNIVERSAL, 0);
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else me->Say(SAY_DIE2, LANG_UNIVERSAL, 0);
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}
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void UpdateAI(const uint32 diff)
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@@ -120,12 +120,12 @@ struct TRINITY_DLL_DECL npc_testAI : public npc_escortAI
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npc_escortAI::UpdateAI(diff);
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//Combat check
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if (m_creature->isInCombat() && m_creature->getVictim())
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if (me->isInCombat() && me->getVictim())
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{
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if (DeathCoilTimer < diff)
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{
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m_creature->Say(SAY_DEATHCOIL, LANG_UNIVERSAL, 0);
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m_creature->CastSpell(m_creature->getVictim(), 33130, false);
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me->Say(SAY_DEATHCOIL, LANG_UNIVERSAL, 0);
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me->CastSpell(me->getVictim(), 33130, false);
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DeathCoilTimer = 4000;
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}else DeathCoilTimer -= diff;
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@@ -135,14 +135,14 @@ struct TRINITY_DLL_DECL npc_testAI : public npc_escortAI
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if (HasEscortState(STATE_ESCORT_ESCORTING))
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if (ChatTimer < diff)
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{
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if (m_creature->HasAura(3593, 0))
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if (me->HasAura(3593, 0))
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{
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m_creature->Say(SAY_FIREWORKS, LANG_UNIVERSAL, 0);
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m_creature->CastSpell(m_creature, 11540, false);
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me->Say(SAY_FIREWORKS, LANG_UNIVERSAL, 0);
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me->CastSpell(me, 11540, false);
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}else
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{
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m_creature->Say(SAY_BUFF, LANG_UNIVERSAL, 0);
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m_creature->CastSpell(m_creature, 3593, false);
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me->Say(SAY_BUFF, LANG_UNIVERSAL, 0);
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me->CastSpell(me, 3593, false);
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}
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ChatTimer = 12000;
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@@ -29,7 +29,7 @@ EndScriptData */
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// highlord mograine
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#define SPELL_MARK_OF_MOGRAINE 28834
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#define SPELL_RIGHTEOUS_FIRE 28882 // Applied as a 25% chance on melee hit to proc. m_creature->GetVictim()
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#define SPELL_RIGHTEOUS_FIRE 28882 // Applied as a 25% chance on melee hit to proc. me->GetVictim()
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#define SAY_TAUNT1 "Enough prattling. Let them come! We shall grind their bones to dust."
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#define SAY_TAUNT2 "Conserve your anger! Harness your rage! You will all have outlets for your frustration soon enough."
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@@ -74,21 +74,21 @@ struct TRINITY_DLL_DECL boss_highlord_mograineAI : public ScriptedAI
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void InitialYell()
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{
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if (!m_creature->isInCombat())
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if (!me->isInCombat())
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{
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switch(rand()%3)
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{
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case 0:
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DoYell(SAY_AGGRO1,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(m_creature,SOUND_AGGRO1);
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DoPlaySoundToSet(me,SOUND_AGGRO1);
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break;
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case 1:
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DoYell(SAY_AGGRO2,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(m_creature,SOUND_AGGRO2);
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DoPlaySoundToSet(me,SOUND_AGGRO2);
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break;
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case 2:
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DoYell(SAY_AGGRO3,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(m_creature,SOUND_AGGRO3);
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DoPlaySoundToSet(me,SOUND_AGGRO3);
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break;
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}
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}
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@@ -100,11 +100,11 @@ struct TRINITY_DLL_DECL boss_highlord_mograineAI : public ScriptedAI
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{
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case 0:
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DoYell(SAY_SLAY1,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(m_creature,SOUND_SLAY1);
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DoPlaySoundToSet(me,SOUND_SLAY1);
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break;
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case 1:
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DoYell(SAY_SLAY2,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(m_creature,SOUND_SLAY2);
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DoPlaySoundToSet(me,SOUND_SLAY2);
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break;
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}
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}
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@@ -112,7 +112,7 @@ struct TRINITY_DLL_DECL boss_highlord_mograineAI : public ScriptedAI
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void JustDied(Unit* Killer)
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{
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DoYell(SAY_DEATH,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(m_creature, SOUND_DEATH);
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DoPlaySoundToSet(me, SOUND_DEATH);
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}
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void Aggro(Unit *who)
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@@ -128,24 +128,24 @@ struct TRINITY_DLL_DECL boss_highlord_mograineAI : public ScriptedAI
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// Mark of Mograine
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if (Mark_Timer < diff)
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{
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DoCast(m_creature->getVictim(),SPELL_MARK_OF_MOGRAINE);
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DoCast(me->getVictim(),SPELL_MARK_OF_MOGRAINE);
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Mark_Timer = 12000;
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}else Mark_Timer -= diff;
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// Shield Wall - All 4 horsemen will shield wall at 50% hp and 20% hp for 20 seconds
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if (ShieldWall1 && (m_creature->GetHealth()*100 / m_creature->GetMaxHealth()) < 50)
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if (ShieldWall1 && (me->GetHealth()*100 / me->GetMaxHealth()) < 50)
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{
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if (ShieldWall1)
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{
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DoCast(m_creature,SPELL_SHIELDWALL);
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DoCast(me,SPELL_SHIELDWALL);
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ShieldWall1 = false;
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}
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}
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if (ShieldWall2 && (m_creature->GetHealth()*100 / m_creature->GetMaxHealth()) < 20)
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if (ShieldWall2 && (me->GetHealth()*100 / me->GetMaxHealth()) < 20)
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{
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if (ShieldWall2)
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{
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DoCast(m_creature,SPELL_SHIELDWALL);
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DoCast(me,SPELL_SHIELDWALL);
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ShieldWall2 = false;
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}
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}
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@@ -155,7 +155,7 @@ struct TRINITY_DLL_DECL boss_highlord_mograineAI : public ScriptedAI
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{
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if (rand()%4 == 1) // 1/4
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{
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DoCast(m_creature->getVictim(),SPELL_RIGHTEOUS_FIRE);
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DoCast(me->getVictim(),SPELL_RIGHTEOUS_FIRE);
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}
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RighteousFire_Timer = 2000;
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}else RighteousFire_Timer -= diff;
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@@ -365,16 +365,16 @@ struct npc_injured_goblinAI : public npc_escortAI
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npc_injured_goblinAI(Creature* pCreature) : npc_escortAI(pCreature) { }
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void WaypointReached(uint32 i)
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{
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Player* pPlayer = GetPlayerForEscort();
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{
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Player* pPlayer = GetPlayerForEscort();
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switch (i)
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{
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case 26:
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DoScriptText(SAY_END_WP_REACHED, m_creature, pPlayer);
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DoScriptText(SAY_END_WP_REACHED, me, pPlayer);
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break;
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case 27:
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if (pPlayer)
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pPlayer->GroupEventHappens(QUEST_BITTER_DEPARTURE, m_creature);
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pPlayer->GroupEventHappens(QUEST_BITTER_DEPARTURE, me);
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break;
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}
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}
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@@ -387,7 +387,7 @@ struct npc_injured_goblinAI : public npc_escortAI
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{
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Player* pPlayer = GetPlayerForEscort();
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if (HasEscortState(STATE_ESCORT_ESCORTING) && pPlayer)
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pPlayer->FailQuest(QUEST_BITTER_DEPARTURE);
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pPlayer->FailQuest(QUEST_BITTER_DEPARTURE);
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}
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void UpdateAI(const uint32 uiDiff)
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@@ -433,7 +433,7 @@ bool GossipSelect_npc_injured_goblin(Player* pPlayer, Creature* pCreature, uint3
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if (uiAction == GOSSIP_ACTION_INFO_DEF+1)
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{
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pEscortAI->Start(true, true, pPlayer->GetGUID());
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pEscortAI->Start(true, true, pPlayer->GetGUID());
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pCreature->setFaction(113);
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}
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return true;
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@@ -483,7 +483,7 @@ void AddSC_storm_peaks()
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newscript = new Script;
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newscript->Name = "npc_injured_goblin";
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newscript->GetAI = &GetAI_npc_injured_goblin;
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newscript->GetAI = &GetAI_npc_injured_goblin;
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newscript->pGossipHello = &GossipHello_npc_injured_goblin;
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newscript->pGossipSelect = &GossipSelect_npc_injured_goblin;
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newscript->pQuestAccept = &QuestAccept_npc_injured_goblin;
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