*added script for quest: Escaping the Tomb (10887) original patch by: Naturamen

*fix world_script_waypoints.sql format

--HG--
branch : trunk
This commit is contained in:
Rat
2009-08-14 14:38:44 +02:00
parent 1bb93e3534
commit 759721bb5f
4 changed files with 132 additions and 10 deletions

View File

@@ -613,6 +613,88 @@ bool GossipSelect_npc_slim(Player* pPlayer, Creature* pCreature, uint32 uiSender
return true;
}
/*########
####npc_Akuno
#####*/
#define QUEST_NPC_AKUNO 10887
#define Summon 21661
struct TRINITY_DLL_DECL npc_akunoAI : public npc_escortAI
{
npc_akunoAI(Creature *c) : npc_escortAI(c) {}
bool IsWalking;
void WaypointReached(uint32 i)
{
Player* player = Unit::GetPlayer(PlayerGUID);
if(!player)
return;
if(IsWalking && !m_creature->HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
switch(i)
{
case 0 : m_creature->setFaction(5);break;
case 3 : m_creature->SummonCreature(Summon,-2795.99,5420.33,-34.53,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 25000);
m_creature->SummonCreature(Summon,-2793.55,5412.79,-34.53,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 25000);
break;
case 11 : {
if(player && player->GetTypeId() == TYPEID_PLAYER)
((Player*)player)->GroupEventHappens(QUEST_NPC_AKUNO,m_creature);
m_creature->setFaction(18);break;
}
}
}
void Aggro(Unit* who)
{}
void Reset()
{
if (IsWalking && !m_creature->HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
{
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
return;
}
IsWalking=false;
}
void JustDied(Unit* killer)
{
if (PlayerGUID)
{
if (Player* player = Unit::GetPlayer(PlayerGUID))
player->FailQuest(QUEST_NPC_AKUNO);
}
}
void UpdateAI(const uint32 diff)
{
npc_escortAI::UpdateAI(diff);
}
};
bool QuestAccept_npc_akuno(Player* player, Creature* creature, Quest const* quest)
{
if(quest->GetQuestId() == QUEST_NPC_AKUNO)
{
((npc_escortAI*)creature->AI())->Start(false,true,player->GetGUID());
}
return true;
}
CreatureAI* GetAI_npc_akuno(Creature *_Creature)
{
npc_akunoAI* thisAI = new npc_akunoAI(_Creature);
thisAI->FillPointMovementListForCreature();
return(CreatureAI*)thisAI;
}
void AddSC_terokkar_forest()
{
Script *newscript;
@@ -666,5 +748,11 @@ void AddSC_terokkar_forest()
newscript->pGossipHello = &GossipHello_npc_slim;
newscript->pGossipSelect = &GossipSelect_npc_slim;
newscript->RegisterSelf();
newscript = new Script;
newscript->Name="npc_akuno";
newscript->GetAI = &GetAI_npc_akuno;
newscript->pQuestAccept = &QuestAccept_npc_akuno;
newscript->RegisterSelf();
}