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Blackwing Lair, Chromaggus: Cleanup + Fix crash
--HG-- branch : trunk
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@@ -23,36 +23,39 @@ EndScriptData */
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#include "precompiled.h"
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#define EMOTE_FRENZY -1469002
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#define EMOTE_SHIMMER -1469003
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enum Emotes
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{
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EMOTE_FRENZY = -1469002,
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EMOTE_SHIMMER = -1469003
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};
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//These spells are actually called elemental shield
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//What they do is decrease all damage by 75% then they increase
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//One school of damage by 1100%
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#define SPELL_FIRE_VULNERABILITY 22277
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#define SPELL_FROST_VULNERABILITY 22278
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#define SPELL_SHADOW_VULNERABILITY 22279
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#define SPELL_NATURE_VULNERABILITY 22280
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#define SPELL_ARCANE_VULNERABILITY 22281
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#define SPELL_INCINERATE 23308 //Incinerate 23308,23309
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#define SPELL_TIMELAPSE 23310 //Time lapse 23310, 23311(old threat mod that was removed in 2.01)
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#define SPELL_CORROSIVEACID 23313 //Corrosive Acid 23313, 23314
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#define SPELL_IGNITEFLESH 23315 //Ignite Flesh 23315,23316
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#define SPELL_FROSTBURN 23187 //Frost burn 23187, 23189
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//Brood Affliction 23173 - Scripted Spell that cycles through all targets within 100 yards and has a chance to cast one of the afflictions on them
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//Since Scripted spells arn't coded I'll just write a function that does the same thing
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#define SPELL_BROODAF_BLUE 23153 //Blue affliction 23153
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#define SPELL_BROODAF_BLACK 23154 //Black affliction 23154
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#define SPELL_BROODAF_RED 23155 //Red affliction 23155 (23168 on death)
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#define SPELL_BROODAF_BRONZE 23170 //Bronze Affliction 23170
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#define SPELL_BROODAF_GREEN 23169 //Brood Affliction Green 23169
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#define SPELL_CHROMATIC_MUT_1 23174 //Spell cast on player if they get all 5 debuffs
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#define SPELL_FRENZY 28371 //The frenzy spell may be wrong
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#define SPELL_ENRAGE 28747
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enum Spells
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{
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//These spells are actually called elemental shield
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//What they do is decrease all damage by 75% then they increase
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//One school of damage by 1100%
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SPELL_FIRE_VULNERABILITY = 22277,
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SPELL_FROST_VULNERABILITY = 22278,
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SPELL_SHADOW_VULNERABILITY = 22279,
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SPELL_NATURE_VULNERABILITY = 22280,
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SPELL_ARCANE_VULNERABILITY = 22281,
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//Other spells
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SPELL_INCINERATE = 23308, //Incinerate 23308,23309
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SPELL_TIMELAPSE = 23310, //Time lapse 23310, 23311(old threat mod that was removed in 2.01)
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SPELL_CORROSIVEACID = 23313, //Corrosive Acid 23313, 23314
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SPELL_IGNITEFLESH = 23315, //Ignite Flesh 23315,23316
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SPELL_FROSTBURN = 23187, //Frost burn 23187, 23189
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//Brood Affliction 23173 - Scripted Spell that cycles through all targets within 100 yards and has a chance to cast one of the afflictions on them
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//Since Scripted spells arn't coded I'll just write a function that does the same thing
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SPELL_BROODAF_BLUE = 23153, //Blue affliction 23153
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SPELL_BROODAF_BLACK = 23154, //Black affliction 23154
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SPELL_BROODAF_RED = 23155, //Red affliction 23155 (23168 on death)
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SPELL_BROODAF_BRONZE = 23170, //Bronze Affliction 23170
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SPELL_BROODAF_GREEN = 23169, //Brood Affliction Green 23169
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SPELL_CHROMATIC_MUT_1 = 23174, //Spell cast on player if they get all 5 debuffs
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SPELL_FRENZY = 28371, //The frenzy spell may be wrong
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SPELL_ENRAGE = 28747
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};
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struct TRINITY_DLL_DECL boss_chromaggusAI : public ScriptedAI
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{
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@@ -226,18 +229,13 @@ struct TRINITY_DLL_DECL boss_chromaggusAI : public ScriptedAI
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//Affliction_Timer
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if (Affliction_Timer <= diff)
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{
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uint32 SpellAfflict = RAND(SPELL_BROODAF_BLUE, SPELL_BROODAF_BLACK,
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SPELL_BROODAF_RED, SPELL_BROODAF_BRONZE, SPELL_BROODAF_GREEN);
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std::list<HostilReference*>::iterator i;
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for (i = m_creature->getThreatManager().getThreatList().begin(); i != m_creature->getThreatManager().getThreatList().end(); )
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for (std::list<HostilReference*>::iterator i = m_creature->getThreatManager().getThreatList().begin(); i != m_creature->getThreatManager().getThreatList().end(); ++i)
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{
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++i;
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if (Unit* pUnit = Unit::GetUnit((*m_creature), (*i)->getUnitGuid()))
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{
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//Cast affliction
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DoCast(pUnit, SpellAfflict, true);
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DoCast(pUnit, RAND(SPELL_BROODAF_BLUE, SPELL_BROODAF_BLACK,
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SPELL_BROODAF_RED, SPELL_BROODAF_BRONZE, SPELL_BROODAF_GREEN), true);
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//Chromatic mutation if target is effected by all afflictions
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if (pUnit->HasAura(SPELL_BROODAF_BLUE)
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