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Scripts/HallsOfLightning: Implement Loken's intro speech and rewrite boss script to EventMaps/BossAI
(cherry picked from commit d417e92930)
This commit is contained in:
@@ -28,7 +28,7 @@ EndScriptData */
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#include "SpellScript.h"
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#include "halls_of_lightning.h"
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enum Yells
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enum Texts
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{
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SAY_INTRO_1 = 0,
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SAY_INTRO_2 = 1,
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@@ -51,6 +51,21 @@ enum Spells
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SPELL_PULSING_SHOCKWAVE_AURA = 59414
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};
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enum Events
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{
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EVENT_ARC_LIGHTNING = 1,
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EVENT_LIGHTNING_NOVA,
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EVENT_RESUME_PULSING_SHOCKWAVE,
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EVENT_INTRO_DIALOGUE
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};
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enum Phases
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{
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// Phases are used to allow executing the intro event while UpdateVictim() returns false and convenience.
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PHASE_INTRO = 1,
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PHASE_NORMAL
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};
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enum Misc
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{
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ACHIEV_TIMELY_DEATH_START_EVENT = 20384
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@@ -65,58 +80,41 @@ class boss_loken : public CreatureScript
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public:
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boss_loken() : CreatureScript("boss_loken") { }
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CreatureAI* GetAI(Creature* creature) const override
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struct boss_lokenAI : public BossAI
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{
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return GetInstanceAI<boss_lokenAI>(creature);
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}
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struct boss_lokenAI : public ScriptedAI
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{
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boss_lokenAI(Creature* creature) : ScriptedAI(creature)
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boss_lokenAI(Creature* creature) : BossAI(creature, DATA_LOKEN)
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{
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Initialize();
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instance = creature->GetInstanceScript();
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_isIntroDone = false;
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}
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void Initialize()
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{
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m_uiArcLightning_Timer = 15000;
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m_uiLightningNova_Timer = 20000;
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m_uiResumePulsingShockwave_Timer = 1000;
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m_uiHealthAmountModifier = 1;
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_healthAmountModifier = 1;
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}
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InstanceScript* instance;
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uint32 m_uiArcLightning_Timer;
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uint32 m_uiLightningNova_Timer;
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uint32 m_uiResumePulsingShockwave_Timer;
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uint32 m_uiHealthAmountModifier;
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void Reset() override
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{
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Initialize();
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instance->SetBossState(DATA_LOKEN, NOT_STARTED);
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_Reset();
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instance->DoStopTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, ACHIEV_TIMELY_DEATH_START_EVENT);
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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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instance->SetBossState(DATA_LOKEN, IN_PROGRESS);
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events.SetPhase(PHASE_NORMAL);
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events.ScheduleEvent(EVENT_ARC_LIGHTNING, 15000);
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events.ScheduleEvent(EVENT_LIGHTNING_NOVA, 20000);
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events.ScheduleEvent(EVENT_RESUME_PULSING_SHOCKWAVE, 1000);
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instance->DoStartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, ACHIEV_TIMELY_DEATH_START_EVENT);
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}
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void JustDied(Unit* /*killer*/) override
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{
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Talk(SAY_DEATH);
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instance->SetBossState(DATA_LOKEN, DONE);
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instance->DoRemoveAurasDueToSpellOnPlayers(SPELL_PULSING_SHOCKWAVE_AURA);
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_JustDied();
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}
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void KilledUnit(Unit* who) override
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@@ -125,66 +123,89 @@ public:
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Talk(SAY_SLAY);
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}
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void UpdateAI(uint32 uiDiff) override
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void MoveInLineOfSight(Unit* who) override
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{
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//Return since we have no target
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if (!UpdateVictim())
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if (!_isIntroDone && me->IsValidAttackTarget(who) && me->IsWithinDistInMap(who, 40.0f))
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{
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_isIntroDone = true;
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Talk(SAY_INTRO_1);
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events.ScheduleEvent(EVENT_INTRO_DIALOGUE, 20000, 0, PHASE_INTRO);
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}
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BossAI::MoveInLineOfSight(who);
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}
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void UpdateAI(uint32 diff) override
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{
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if (events.IsInPhase(PHASE_NORMAL) && !UpdateVictim())
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return;
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if (m_uiResumePulsingShockwave_Timer)
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events.Update(diff);
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while (uint32 eventId = events.ExecuteEvent())
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{
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if (m_uiResumePulsingShockwave_Timer <= uiDiff)
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switch (eventId)
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{
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DoCast(me, SPELL_PULSING_SHOCKWAVE_AURA, true);
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me->ClearUnitState(UNIT_STATE_CASTING); // this flag breaks movement
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DoCast(me, SPELL_PULSING_SHOCKWAVE, true);
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m_uiResumePulsingShockwave_Timer = 0;
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case EVENT_ARC_LIGHTNING:
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if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
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DoCast(target, SPELL_ARC_LIGHTNING);
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events.ScheduleEvent(EVENT_ARC_LIGHTNING, urand(15000, 16000));
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break;
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case EVENT_LIGHTNING_NOVA:
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Talk(SAY_NOVA);
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Talk(EMOTE_NOVA);
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DoCastAOE(SPELL_LIGHTNING_NOVA);
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me->RemoveAurasDueToSpell(sSpellMgr->GetSpellIdForDifficulty(SPELL_PULSING_SHOCKWAVE, me));
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events.ScheduleEvent(EVENT_RESUME_PULSING_SHOCKWAVE, DUNGEON_MODE(5000, 4000)); // Pause Pulsing Shockwave aura
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events.ScheduleEvent(EVENT_LIGHTNING_NOVA, urand(20000, 21000));
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break;
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case EVENT_RESUME_PULSING_SHOCKWAVE:
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DoCast(me, SPELL_PULSING_SHOCKWAVE_AURA, true);
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me->ClearUnitState(UNIT_STATE_CASTING); // This flag breaks movement.
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DoCast(me, SPELL_PULSING_SHOCKWAVE, true);
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break;
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case EVENT_INTRO_DIALOGUE:
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Talk(SAY_INTRO_2);
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events.SetPhase(PHASE_NORMAL);
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break;
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default:
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break;
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}
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else
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m_uiResumePulsingShockwave_Timer -= uiDiff;
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}
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if (m_uiArcLightning_Timer <= uiDiff)
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{
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if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
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DoCast(target, SPELL_ARC_LIGHTNING);
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m_uiArcLightning_Timer = urand(15000, 16000);
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}
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else
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m_uiArcLightning_Timer -= uiDiff;
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if (m_uiLightningNova_Timer <= uiDiff)
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{
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Talk(SAY_NOVA);
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Talk(EMOTE_NOVA);
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DoCast(me, SPELL_LIGHTNING_NOVA);
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me->RemoveAurasDueToSpell(sSpellMgr->GetSpellIdForDifficulty(SPELL_PULSING_SHOCKWAVE, me));
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m_uiResumePulsingShockwave_Timer = DUNGEON_MODE(5000, 4000); // Pause Pulsing Shockwave aura
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m_uiLightningNova_Timer = urand(20000, 21000);
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}
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else
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m_uiLightningNova_Timer -= uiDiff;
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// Health check
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if (HealthBelowPct(100 - 25 * m_uiHealthAmountModifier))
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{
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switch (m_uiHealthAmountModifier)
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{
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case 1: Talk(SAY_75HEALTH); break;
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case 2: Talk(SAY_50HEALTH); break;
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case 3: Talk(SAY_25HEALTH); break;
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}
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++m_uiHealthAmountModifier;
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}
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DoMeleeAttackIfReady();
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}
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void DamageTaken(Unit* /*attacker*/, uint32& damage) override
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{
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if (me->HealthBelowPctDamaged(100 - 25 * _healthAmountModifier, damage))
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{
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switch (_healthAmountModifier)
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{
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case 1:
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Talk(SAY_75HEALTH);
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break;
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case 2:
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Talk(SAY_50HEALTH);
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break;
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case 3:
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Talk(SAY_25HEALTH);
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break;
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default:
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break;
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}
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++_healthAmountModifier;
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}
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}
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private:
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uint32 _healthAmountModifier;
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bool _isIntroDone;
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};
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CreatureAI* GetAI(Creature* creature) const override
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{
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return GetInstanceAI<boss_lokenAI>(creature);
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}
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};
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class spell_loken_pulsing_shockwave : public SpellScriptLoader
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