mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-21 09:44:45 +01:00
Scripts/TheStockades: updated all scripts to modern standards and execute Alliance specific events only when an Alliance player created the instance
This commit is contained in:
@@ -23,13 +23,13 @@
|
||||
|
||||
enum Says
|
||||
{
|
||||
SAY_PULL = 0, // Forest just setback!
|
||||
SAY_ENRAGE = 1, // AreaTriggerMessage: Hogger Enrages!
|
||||
SAY_DEATH = 2, // Yiipe!
|
||||
SAY_AGGRO = 0,
|
||||
SAY_ENRAGE = 1,
|
||||
SAY_DEATH = 2,
|
||||
|
||||
SAY_WARDEN_1 = 0, // Yell - This ends here, Hogger!
|
||||
SAY_WARDEN_2 = 1, // Say - He's...he's dead?
|
||||
SAY_WARDEN_3 = 2 // Say - It's simply too good to be true. You couldn't have killed him so easily!
|
||||
SAY_WARDEN_1 = 0,
|
||||
SAY_WARDEN_2 = 1,
|
||||
SAY_WARDEN_3 = 2
|
||||
};
|
||||
|
||||
enum Spells
|
||||
@@ -54,139 +54,118 @@ enum Points
|
||||
POINT_FINISH = 0
|
||||
};
|
||||
|
||||
Position const wardenthelwatermovepos = { 152.019f, 106.198f, -35.1896f, 1.082104f };
|
||||
Position const wardenthelwaterpos = { 138.369f, 78.2932f, -33.85627f, 1.082104f };
|
||||
Position const WardenThelwaterMovePos = { 152.019f, 106.198f, -35.1896f, 1.082104f };
|
||||
Position const WardenThelWaterPos = { 138.369f, 78.2932f, -33.85627f, 1.082104f };
|
||||
|
||||
class boss_hogger : public CreatureScript
|
||||
struct boss_hogger : public BossAI
|
||||
{
|
||||
public:
|
||||
boss_hogger() : CreatureScript("boss_hogger") { }
|
||||
boss_hogger(Creature* creature) : BossAI(creature, DATA_HOGGER), _hasEnraged(false) { }
|
||||
|
||||
struct boss_hoggerAI : public BossAI
|
||||
void JustEngagedWith(Unit* who) override
|
||||
{
|
||||
boss_hoggerAI(Creature* creature) : BossAI(creature, DATA_HOGGER), _hasEnraged(false) { }
|
||||
BossAI::JustEngagedWith(who);
|
||||
Talk(SAY_AGGRO);
|
||||
events.ScheduleEvent(EVENT_VICIOUS_SLICE, 3s, 4s);
|
||||
events.ScheduleEvent(EVENT_MADDENING_CALL, 1s, 2s);
|
||||
}
|
||||
|
||||
void JustEngagedWith(Unit* who) override
|
||||
void JustDied(Unit* /*killer*/) override
|
||||
{
|
||||
Talk(SAY_DEATH);
|
||||
_JustDied();
|
||||
if (instance->instance->GetTeamInInstance() == ALLIANCE)
|
||||
me->SummonCreature(NPC_WARDEN_THELWATER, WardenThelWaterPos);
|
||||
}
|
||||
|
||||
void JustSummoned(Creature* summon) override
|
||||
{
|
||||
BossAI::JustSummoned(summon);
|
||||
if (summon->GetEntry() == NPC_WARDEN_THELWATER)
|
||||
summon->GetMotionMaster()->MovePoint(POINT_FINISH, WardenThelwaterMovePos);
|
||||
}
|
||||
|
||||
void UpdateAI(uint32 diff) override
|
||||
{
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
events.Update(diff);
|
||||
|
||||
if (me->HasUnitState(UNIT_STATE_CASTING))
|
||||
return;
|
||||
|
||||
while (uint32 eventId = events.ExecuteEvent())
|
||||
{
|
||||
BossAI::JustEngagedWith(who);
|
||||
Talk(SAY_PULL);
|
||||
events.ScheduleEvent(EVENT_VICIOUS_SLICE, Seconds(3), Seconds(4));
|
||||
events.ScheduleEvent(EVENT_MADDENING_CALL, Seconds(1), Seconds(2));
|
||||
}
|
||||
|
||||
void JustDied(Unit* /*killer*/) override
|
||||
{
|
||||
Talk(SAY_DEATH);
|
||||
_JustDied();
|
||||
me->SummonCreature(NPC_WARDEN_THELWATER, wardenthelwaterpos);
|
||||
}
|
||||
|
||||
void JustSummoned(Creature* summon) override
|
||||
{
|
||||
BossAI::JustSummoned(summon);
|
||||
if (summon->GetEntry() == NPC_WARDEN_THELWATER)
|
||||
summon->GetMotionMaster()->MovePoint(POINT_FINISH, wardenthelwatermovepos);
|
||||
}
|
||||
|
||||
void UpdateAI(uint32 diff) override
|
||||
{
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
events.Update(diff);
|
||||
|
||||
switch (eventId)
|
||||
{
|
||||
case EVENT_VICIOUS_SLICE:
|
||||
DoCastVictim(SPELL_VICIOUS_SLICE);
|
||||
events.Repeat(10s, 14s);
|
||||
break;
|
||||
case EVENT_MADDENING_CALL:
|
||||
DoCast(SPELL_MADDENING_CALL);
|
||||
events.Repeat(15s, 20s);
|
||||
break;
|
||||
}
|
||||
if (me->HasUnitState(UNIT_STATE_CASTING))
|
||||
return;
|
||||
|
||||
while (uint32 eventId = events.ExecuteEvent())
|
||||
{
|
||||
switch (eventId)
|
||||
{
|
||||
case EVENT_VICIOUS_SLICE:
|
||||
DoCastVictim(SPELL_VICIOUS_SLICE);
|
||||
events.Repeat(Seconds(10), Seconds(14));
|
||||
break;
|
||||
case EVENT_MADDENING_CALL:
|
||||
DoCast(SPELL_MADDENING_CALL);
|
||||
events.Repeat(Seconds(15), Seconds(20));
|
||||
break;
|
||||
}
|
||||
if (me->HasUnitState(UNIT_STATE_CASTING))
|
||||
return;
|
||||
}
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
|
||||
void DamageTaken(Unit* /*attacker*/, uint32& damage) override
|
||||
{
|
||||
if (me->HealthBelowPctDamaged(30, damage) && !_hasEnraged)
|
||||
{
|
||||
_hasEnraged = true;
|
||||
Talk(SAY_ENRAGE);
|
||||
DoCastSelf(SPELL_ENRAGE);
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
bool _hasEnraged;
|
||||
};
|
||||
|
||||
CreatureAI* GetAI(Creature* creature) const override
|
||||
{
|
||||
return GetStormwindStockadeAI<boss_hoggerAI>(creature);
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
|
||||
void DamageTaken(Unit* /*attacker*/, uint32& damage) override
|
||||
{
|
||||
if (me->HealthBelowPctDamaged(30, damage) && !_hasEnraged)
|
||||
{
|
||||
_hasEnraged = true;
|
||||
Talk(SAY_ENRAGE);
|
||||
DoCastSelf(SPELL_ENRAGE);
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
bool _hasEnraged;
|
||||
};
|
||||
|
||||
class npc_warden_thelwater : public CreatureScript
|
||||
struct npc_warden_thelwater : public ScriptedAI
|
||||
{
|
||||
public:
|
||||
npc_warden_thelwater() : CreatureScript("npc_warden_thelwater") {}
|
||||
npc_warden_thelwater(Creature* creature) : ScriptedAI(creature) {}
|
||||
|
||||
struct npc_warden_thelwaterAI : public ScriptedAI
|
||||
void MovementInform(uint32 type, uint32 id) override
|
||||
{
|
||||
npc_warden_thelwaterAI(Creature* creature) : ScriptedAI(creature) {}
|
||||
if (type == POINT_MOTION_TYPE && id == POINT_FINISH)
|
||||
_events.ScheduleEvent(EVENT_SAY_WARDEN_1, 1s);
|
||||
}
|
||||
|
||||
void MovementInform(uint32 type, uint32 id) override
|
||||
void UpdateAI(uint32 diff) override
|
||||
{
|
||||
_events.Update(diff);
|
||||
|
||||
while (uint32 eventId = _events.ExecuteEvent())
|
||||
{
|
||||
if (type == POINT_MOTION_TYPE && id == POINT_FINISH)
|
||||
_events.ScheduleEvent(EVENT_SAY_WARDEN_1, Seconds(1));
|
||||
}
|
||||
|
||||
void UpdateAI(uint32 diff) override
|
||||
{
|
||||
_events.Update(diff);
|
||||
|
||||
while (uint32 eventId = _events.ExecuteEvent())
|
||||
switch (eventId)
|
||||
{
|
||||
switch (eventId)
|
||||
{
|
||||
case EVENT_SAY_WARDEN_1:
|
||||
Talk(SAY_WARDEN_1);
|
||||
_events.ScheduleEvent(EVENT_SAY_WARDEN_2, Seconds(4));
|
||||
break;
|
||||
case EVENT_SAY_WARDEN_2:
|
||||
Talk(SAY_WARDEN_2);
|
||||
_events.ScheduleEvent(EVENT_SAY_WARDEN_3, Seconds(3));
|
||||
break;
|
||||
case EVENT_SAY_WARDEN_3:
|
||||
Talk(SAY_WARDEN_3);
|
||||
break;
|
||||
}
|
||||
case EVENT_SAY_WARDEN_1:
|
||||
Talk(SAY_WARDEN_1);
|
||||
_events.ScheduleEvent(EVENT_SAY_WARDEN_2, 4s);
|
||||
break;
|
||||
case EVENT_SAY_WARDEN_2:
|
||||
Talk(SAY_WARDEN_2);
|
||||
_events.ScheduleEvent(EVENT_SAY_WARDEN_3, 3s);
|
||||
break;
|
||||
case EVENT_SAY_WARDEN_3:
|
||||
Talk(SAY_WARDEN_3);
|
||||
break;
|
||||
}
|
||||
}
|
||||
private:
|
||||
EventMap _events;
|
||||
};
|
||||
|
||||
CreatureAI* GetAI(Creature* creature) const override
|
||||
{
|
||||
return GetStormwindStockadeAI<npc_warden_thelwaterAI>(creature);
|
||||
}
|
||||
private:
|
||||
EventMap _events;
|
||||
};
|
||||
|
||||
void AddSC_boss_hogger()
|
||||
{
|
||||
new boss_hogger();
|
||||
new npc_warden_thelwater();
|
||||
RegisterStormwindStockadeAI(boss_hogger);
|
||||
RegisterStormwindStockadeAI(npc_warden_thelwater);
|
||||
}
|
||||
|
||||
@@ -21,9 +21,9 @@
|
||||
|
||||
enum Spells
|
||||
{
|
||||
SPELL_FIREBALL = 12466, //starts 1-2 secs from pull
|
||||
SPELL_OVERHEAT = 86633, //probably cast every 10 secs, need to confirm.
|
||||
SPELL_RAIN_OF_FIRE = 86636 //probably cast every 10 secs, need to confirm
|
||||
SPELL_FIREBALL = 12466,
|
||||
SPELL_OVERHEAT = 86633,
|
||||
SPELL_RAIN_OF_FIRE = 86636
|
||||
};
|
||||
|
||||
enum Events
|
||||
@@ -35,80 +35,69 @@ enum Events
|
||||
|
||||
enum Says
|
||||
{
|
||||
SAY_PULL = 0, //Yell: ALL MUST BURN!
|
||||
SAY_DEATH = 1 //Yell: FIRE... EXTINGUISHED!
|
||||
SAY_AGGRO = 0,
|
||||
SAY_DEATH = 1
|
||||
};
|
||||
|
||||
class boss_lord_overheat : public CreatureScript
|
||||
struct boss_lord_overheat : public BossAI
|
||||
{
|
||||
public:
|
||||
boss_lord_overheat() : CreatureScript("boss_lord_overheat") {}
|
||||
boss_lord_overheat(Creature* creature) : BossAI(creature, DATA_LORD_OVERHEAT) { }
|
||||
|
||||
struct boss_lord_overheatAI : public BossAI
|
||||
void JustEngagedWith(Unit* who) override
|
||||
{
|
||||
boss_lord_overheatAI(Creature* creature) : BossAI(creature, DATA_LORD_OVERHEAT) { }
|
||||
BossAI::JustEngagedWith(who);
|
||||
Talk(SAY_AGGRO);
|
||||
events.ScheduleEvent(EVENT_FIREBALL, 2s);
|
||||
events.ScheduleEvent(EVENT_OVERHEAT, 9s, 11s);
|
||||
events.ScheduleEvent(EVENT_RAIN_OF_FIRE, 10s, 13s);
|
||||
}
|
||||
|
||||
void JustEngagedWith(Unit* who) override
|
||||
void JustDied(Unit* /*killer*/) override
|
||||
{
|
||||
Talk(SAY_DEATH);
|
||||
_JustDied();
|
||||
}
|
||||
|
||||
void UpdateAI(uint32 diff) override
|
||||
{
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
events.Update(diff);
|
||||
|
||||
if (me->HasUnitState(UNIT_STATE_CASTING))
|
||||
return;
|
||||
|
||||
while (uint32 eventId = events.ExecuteEvent())
|
||||
{
|
||||
BossAI::JustEngagedWith(who);
|
||||
Talk(SAY_PULL);
|
||||
events.ScheduleEvent(EVENT_FIREBALL, Seconds(2));
|
||||
events.ScheduleEvent(EVENT_OVERHEAT, Seconds(9), Seconds(11));
|
||||
events.ScheduleEvent(EVENT_RAIN_OF_FIRE, Seconds(10), Seconds(13));
|
||||
}
|
||||
|
||||
void JustDied(Unit* /*killer*/) override
|
||||
{
|
||||
Talk(SAY_DEATH);
|
||||
_JustDied();
|
||||
}
|
||||
|
||||
void UpdateAI(uint32 diff) override
|
||||
{
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
events.Update(diff);
|
||||
|
||||
if (me->HasUnitState(UNIT_STATE_CASTING))
|
||||
return;
|
||||
|
||||
while (uint32 eventId = events.ExecuteEvent())
|
||||
switch (eventId)
|
||||
{
|
||||
switch (eventId)
|
||||
{
|
||||
case EVENT_FIREBALL:
|
||||
DoCastVictim(SPELL_FIREBALL);
|
||||
events.Repeat(Seconds(2));
|
||||
events.Repeat(2s);
|
||||
break;
|
||||
case EVENT_OVERHEAT:
|
||||
if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100.0f, true))
|
||||
DoCast(target, SPELL_OVERHEAT);
|
||||
events.Repeat(Seconds(9), Seconds(10));
|
||||
events.Repeat(9s, 10s);
|
||||
break;
|
||||
case EVENT_RAIN_OF_FIRE:
|
||||
DoCastAOE(SPELL_RAIN_OF_FIRE);
|
||||
events.Repeat(Seconds(15), Seconds(20));
|
||||
events.Repeat(15s, 20s);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (me->HasUnitState(UNIT_STATE_CASTING))
|
||||
return;
|
||||
}
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
if (me->HasUnitState(UNIT_STATE_CASTING))
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
CreatureAI* GetAI(Creature* creature) const override
|
||||
{
|
||||
return GetStormwindStockadeAI<boss_lord_overheatAI>(creature);
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
};
|
||||
|
||||
void AddSC_boss_lord_overheat()
|
||||
{
|
||||
new boss_lord_overheat();
|
||||
RegisterStormwindStockadeAI(boss_lord_overheat);
|
||||
}
|
||||
|
||||
@@ -22,6 +22,7 @@
|
||||
|
||||
enum Spells
|
||||
{
|
||||
// Randolph Moloch
|
||||
SPELL_WILDLY_STABBING = 86726,
|
||||
SPELL_SWEEP = 86729,
|
||||
SPELL_VANISH = 55964,
|
||||
@@ -30,194 +31,174 @@ enum Spells
|
||||
|
||||
enum Events
|
||||
{
|
||||
// Randolph Moloch
|
||||
EVENT_WILDLY_STABBING = 1,
|
||||
EVENT_SWEEP,
|
||||
EVENT_VANISH,
|
||||
EVENT_JUST_VANISHED,
|
||||
EVENT_ATTACK_RANDOM,
|
||||
|
||||
// Mortimer Moloch
|
||||
EVENT_MORTIMER_MOLOCH_EMOTE,
|
||||
EVENT_MORTIMER_MOLOCH_DEATH
|
||||
};
|
||||
|
||||
enum Says
|
||||
{
|
||||
SAY_PULL = 0, //Allow me to introduce myself. I am Randolph Moloch and I will be killing you all today.
|
||||
SAY_VANISH = 1, // Area Trigger: %s vanishes!
|
||||
SAY_DEATH = 2, //My epic schemes, my great plans! Gone!
|
||||
// Randolph Moloch
|
||||
SAY_AGGRO = 0,
|
||||
SAY_VANISH = 1,
|
||||
SAY_DEATH = 2,
|
||||
|
||||
MORTIMER_MOLOCH_DEATH = 0, // %s collapses from a heart attack!
|
||||
MORTIMER_MOLOCH_EMOTE = 1, //Egad! My sophisticated heart!
|
||||
// Mortimer Moloch
|
||||
SAY_RANDOLPH_DIED = 0,
|
||||
SAY_HEART_ATTACK = 1
|
||||
};
|
||||
|
||||
enum Points
|
||||
{
|
||||
POINT_FINISH = 0,
|
||||
// Mortimer Moloch
|
||||
POINT_FINISH = 0
|
||||
};
|
||||
|
||||
Position const mortimerMolochPos = { 145.5811f, 0.7059f, -25.606f, 6.2f };
|
||||
Position const MortimerMolochPos = { 145.5811f, 0.7059f, -25.606f, 6.2f };
|
||||
|
||||
class boss_randolph_moloch : public CreatureScript
|
||||
struct boss_randolph_moloch : public BossAI
|
||||
{
|
||||
public:
|
||||
boss_randolph_moloch() : CreatureScript("boss_randolph_moloch") {}
|
||||
boss_randolph_moloch(Creature* creature) : BossAI(creature, DATA_RANDOLPH_MOLOCH), _vanishCount(0) { }
|
||||
|
||||
struct boss_randolph_molochAI : public BossAI
|
||||
void JustEngagedWith(Unit* who) override
|
||||
{
|
||||
boss_randolph_molochAI(Creature* creature) : BossAI(creature, DATA_RANDOLPH_MOLOCH)
|
||||
{
|
||||
firstVanish = false;
|
||||
secondVanish = false;
|
||||
}
|
||||
BossAI::JustEngagedWith(who);
|
||||
Talk(SAY_AGGRO);
|
||||
events.ScheduleEvent(EVENT_WILDLY_STABBING, 4s, 5s);
|
||||
events.ScheduleEvent(EVENT_SWEEP, 2s, 3s);
|
||||
}
|
||||
|
||||
void JustEngagedWith(Unit* who) override
|
||||
void JustSummoned(Creature* summon) override
|
||||
{
|
||||
BossAI::JustSummoned(summon);
|
||||
if (summon->GetEntry() == NPC_MORTIMER_MOLOCH)
|
||||
{
|
||||
BossAI::JustEngagedWith(who);
|
||||
Talk(SAY_PULL);
|
||||
events.ScheduleEvent(EVENT_WILDLY_STABBING, Seconds(4), Seconds(5));
|
||||
events.ScheduleEvent(EVENT_SWEEP, Seconds(2), Seconds(3));
|
||||
summon->SetWalk(true);
|
||||
summon->GetMotionMaster()->MovePoint(POINT_FINISH, me->GetPosition());
|
||||
}
|
||||
}
|
||||
|
||||
void JustSummoned(Creature* summon) override
|
||||
void Reset() override
|
||||
{
|
||||
BossAI::Reset();
|
||||
_vanishCount = 0;
|
||||
}
|
||||
|
||||
void JustDied(Unit* /*killer*/) override
|
||||
{
|
||||
Talk(SAY_DEATH);
|
||||
_JustDied();
|
||||
if (instance->instance->GetTeamInInstance() == ALLIANCE)
|
||||
me->SummonCreature(NPC_MORTIMER_MOLOCH, MortimerMolochPos);
|
||||
}
|
||||
|
||||
void UpdateAI(uint32 diff) override
|
||||
{
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
events.Update(diff);
|
||||
|
||||
if (me->HasUnitState(UNIT_STATE_CASTING))
|
||||
return;
|
||||
|
||||
while (uint32 eventId = events.ExecuteEvent())
|
||||
{
|
||||
BossAI::JustSummoned(summon);
|
||||
if (summon->GetEntry() == NPC_MORTIMER_MOLOCH)
|
||||
switch (eventId)
|
||||
{
|
||||
summon->SetWalk(true);
|
||||
summon->GetMotionMaster()->MovePoint(POINT_FINISH, me->GetPosition());
|
||||
}
|
||||
}
|
||||
|
||||
void JustDied(Unit* /*killer*/) override
|
||||
{
|
||||
Talk(SAY_DEATH);
|
||||
_JustDied();
|
||||
me->SummonCreature(NPC_MORTIMER_MOLOCH, mortimerMolochPos);
|
||||
}
|
||||
|
||||
void UpdateAI(uint32 diff) override
|
||||
{
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
events.Update(diff);
|
||||
|
||||
if (me->HasUnitState(UNIT_STATE_CASTING))
|
||||
return;
|
||||
|
||||
while (uint32 eventId = events.ExecuteEvent())
|
||||
{
|
||||
switch (eventId)
|
||||
{
|
||||
case EVENT_WILDLY_STABBING:
|
||||
DoCastVictim(SPELL_WILDLY_STABBING);
|
||||
events.Repeat(Seconds(8), Seconds(12));
|
||||
events.Repeat(8s, 12s);
|
||||
break;
|
||||
case EVENT_SWEEP:
|
||||
DoCastVictim(SPELL_SWEEP);
|
||||
events.ScheduleEvent(EVENT_SWEEP, Seconds(6), Seconds(7));
|
||||
events.ScheduleEvent(EVENT_SWEEP, 6s, 7s);
|
||||
break;
|
||||
case EVENT_VANISH:
|
||||
Talk(SAY_VANISH);
|
||||
me->RemoveAllAuras();
|
||||
DoCastSelf(SPELL_VANISH);
|
||||
me->SetReactState(REACT_PASSIVE);
|
||||
// me->SetInCombatState(true); // Prevents the boss from resetting
|
||||
events.ScheduleEvent(EVENT_JUST_VANISHED, Seconds(2));
|
||||
events.ScheduleEvent(EVENT_JUST_VANISHED, 2s);
|
||||
break;
|
||||
case EVENT_JUST_VANISHED:
|
||||
if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100.0f, true))
|
||||
DoCast(target, SPELL_SHADOWSTEP, true);
|
||||
DoCast(target, SPELL_SHADOWSTEP);
|
||||
me->SetReactState(REACT_AGGRESSIVE);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
|
||||
void DamageTaken(Unit* /*attacker*/, uint32& damage) override
|
||||
{
|
||||
if (me->HealthBelowPctDamaged(71, damage) && me->HealthAbovePct(59) && !firstVanish)
|
||||
{
|
||||
firstVanish = true;
|
||||
events.ScheduleEvent(EVENT_VANISH, Seconds(1));
|
||||
}
|
||||
|
||||
if (me->HealthBelowPctDamaged(41, damage) && me->HealthAbovePct(29) && !secondVanish)
|
||||
{
|
||||
secondVanish = true;
|
||||
events.ScheduleEvent(EVENT_VANISH, Seconds(1));
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
bool firstVanish, secondVanish;
|
||||
};
|
||||
|
||||
CreatureAI* GetAI(Creature* creature) const override
|
||||
{
|
||||
return GetStormwindStockadeAI<boss_randolph_molochAI>(creature);
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
|
||||
void DamageTaken(Unit* /*attacker*/, uint32& damage) override
|
||||
{
|
||||
if (me->HealthBelowPctDamaged(71, damage) && me->HealthAbovePct(59) && _vanishCount < 1)
|
||||
{
|
||||
events.ScheduleEvent(EVENT_VANISH, 1s);
|
||||
++_vanishCount;
|
||||
}
|
||||
|
||||
if (me->HealthBelowPctDamaged(41, damage) && me->HealthAbovePct(29) && _vanishCount < 2)
|
||||
{
|
||||
events.ScheduleEvent(EVENT_VANISH, 1s);
|
||||
++_vanishCount;
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
uint8 _vanishCount;
|
||||
};
|
||||
|
||||
class npc_mortimer_moloch : public CreatureScript
|
||||
struct npc_mortimer_moloch : public ScriptedAI
|
||||
{
|
||||
public:
|
||||
npc_mortimer_moloch() : CreatureScript("npc_mortimer_moloch") {}
|
||||
npc_mortimer_moloch(Creature* creature) : ScriptedAI(creature) { }
|
||||
|
||||
struct npc_mortimer_molochAI : public ScriptedAI
|
||||
void MovementInform(uint32 type, uint32 id) override
|
||||
{
|
||||
npc_mortimer_molochAI(Creature* creature) : ScriptedAI(creature) {}
|
||||
if (type == POINT_MOTION_TYPE)
|
||||
if (id == POINT_FINISH)
|
||||
_events.ScheduleEvent(EVENT_MORTIMER_MOLOCH_EMOTE, 4s);
|
||||
}
|
||||
|
||||
void Reset() override
|
||||
void UpdateAI(uint32 diff) override
|
||||
{
|
||||
_events.Update(diff);
|
||||
|
||||
while (uint32 eventId = _events.ExecuteEvent())
|
||||
{
|
||||
me->SetReactState(REACT_PASSIVE);
|
||||
}
|
||||
|
||||
void MovementInform(uint32 type, uint32 id) override
|
||||
{
|
||||
if (type == POINT_MOTION_TYPE)
|
||||
if(id == POINT_FINISH)
|
||||
_events.ScheduleEvent(EVENT_MORTIMER_MOLOCH_EMOTE, Seconds(4));
|
||||
}
|
||||
|
||||
void UpdateAI(uint32 diff) override
|
||||
{
|
||||
_events.Update(diff);
|
||||
|
||||
while (uint32 eventId = _events.ExecuteEvent())
|
||||
switch (eventId)
|
||||
{
|
||||
switch (eventId)
|
||||
{
|
||||
case EVENT_MORTIMER_MOLOCH_EMOTE:
|
||||
Talk(MORTIMER_MOLOCH_EMOTE);
|
||||
_events.ScheduleEvent(EVENT_MORTIMER_MOLOCH_DEATH, Seconds(3));
|
||||
Talk(SAY_HEART_ATTACK);
|
||||
_events.ScheduleEvent(EVENT_MORTIMER_MOLOCH_DEATH, 3s);
|
||||
break;
|
||||
case EVENT_MORTIMER_MOLOCH_DEATH:
|
||||
Talk(MORTIMER_MOLOCH_DEATH);
|
||||
Talk(SAY_RANDOLPH_DIED);
|
||||
me->KillSelf();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
EventMap _events;
|
||||
};
|
||||
|
||||
CreatureAI* GetAI(Creature* creature) const override
|
||||
{
|
||||
return GetStormwindStockadeAI<npc_mortimer_molochAI>(creature);
|
||||
}
|
||||
|
||||
private:
|
||||
EventMap _events;
|
||||
};
|
||||
|
||||
void AddSC_boss_randolph_moloch()
|
||||
{
|
||||
new boss_randolph_moloch();
|
||||
new npc_mortimer_moloch();
|
||||
RegisterStormwindStockadeAI(boss_randolph_moloch);
|
||||
RegisterStormwindStockadeAI(npc_mortimer_moloch);
|
||||
}
|
||||
|
||||
@@ -19,6 +19,11 @@
|
||||
#include "InstanceScript.h"
|
||||
#include "the_stockade.h"
|
||||
|
||||
enum SpawnGroups
|
||||
{
|
||||
SPAWN_GROUP_ALLIANCE_ENTRANCE = 450
|
||||
};
|
||||
|
||||
class instance_the_stockade : public InstanceMapScript
|
||||
{
|
||||
public:
|
||||
@@ -31,6 +36,18 @@ public:
|
||||
SetHeaders(DataHeader);
|
||||
SetBossNumber(EncounterCount);
|
||||
}
|
||||
|
||||
void Create() override
|
||||
{
|
||||
if (instance->GetTeamInInstance() == ALLIANCE)
|
||||
instance->SpawnGroupSpawn(SPAWN_GROUP_ALLIANCE_ENTRANCE);
|
||||
}
|
||||
|
||||
void Load(char const* /*data*/) override
|
||||
{
|
||||
if (instance->GetTeamInInstance() == ALLIANCE)
|
||||
instance->SpawnGroupSpawn(SPAWN_GROUP_ALLIANCE_ENTRANCE);
|
||||
}
|
||||
};
|
||||
|
||||
InstanceScript* GetInstanceScript(InstanceMap* map) const override
|
||||
|
||||
@@ -42,10 +42,12 @@ enum SSCreatureIds
|
||||
NPC_MORTIMER_MOLOCH = 46482
|
||||
};
|
||||
|
||||
template<typename AI>
|
||||
inline AI* GetStormwindStockadeAI(Creature* creature)
|
||||
template <class AI, class T>
|
||||
inline AI* GetStormwindStockadeAI(T* obj)
|
||||
{
|
||||
return GetInstanceAI<AI>(creature, StormwindStockadeScriptName);
|
||||
return GetInstanceAI<AI>(obj, StormwindStockadeScriptName);
|
||||
}
|
||||
|
||||
#define RegisterStormwindStockadeAI(ai_name) RegisterCreatureAIWithFactory(ai_name, GetStormwindStockadeAI)
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user