Scripts/TSC: followup fixups for High Priestes Azil. Her adds will now continue to spawn during phase two

This commit is contained in:
Ovahlord
2019-12-08 14:42:36 +01:00
parent 24b99e7d34
commit 76a0afca06

View File

@@ -96,6 +96,11 @@ enum Events
EVENT_SEISMIC_SHARD_MOUNT
};
enum EventGroups
{
EVENT_GROUP_PHASE_ONE = 1
};
enum Points
{
POINT_NONE,
@@ -158,9 +163,9 @@ class boss_high_priestess_azil : public CreatureScript
Talk(SAY_AGGRO);
events.ScheduleEvent(EVENT_INTRO_MOVE, Seconds(2));
events.ScheduleEvent(EVENT_CURSE_OF_BLOOD, Seconds(6));
events.ScheduleEvent(EVENT_FORCE_GRIP, Seconds(8), Seconds(10));
events.ScheduleEvent(EVENT_SUMMON_GRAVITY_WELL, Seconds(16));
events.ScheduleEvent(EVENT_CURSE_OF_BLOOD, Seconds(6), EVENT_GROUP_PHASE_ONE);
events.ScheduleEvent(EVENT_FORCE_GRIP, Seconds(8), Seconds(10), EVENT_GROUP_PHASE_ONE);
events.ScheduleEvent(EVENT_SUMMON_GRAVITY_WELL, Seconds(16), EVENT_GROUP_PHASE_ONE);
events.ScheduleEvent(EVENT_ENERGY_SHIELD, Seconds(35), Seconds(36));
events.ScheduleEvent(EVENT_SUMMON_WAVE_SOUTH, Milliseconds(1));
events.ScheduleEvent(EVENT_SUMMON_WAVE_WEST, Seconds(42));
@@ -251,12 +256,10 @@ class boss_high_priestess_azil : public CreatureScript
me->SetDisableGravity(false);
me->SetReactState(REACT_AGGRESSIVE);
DoStartMovement(me->GetVictim());
events.ScheduleEvent(EVENT_CURSE_OF_BLOOD, Seconds(6));
events.ScheduleEvent(EVENT_FORCE_GRIP, Seconds(8), Seconds(10));
events.ScheduleEvent(EVENT_SUMMON_GRAVITY_WELL, Seconds(16));
events.ScheduleEvent(EVENT_CURSE_OF_BLOOD, Seconds(6), EVENT_GROUP_PHASE_ONE);
events.ScheduleEvent(EVENT_FORCE_GRIP, Seconds(8), Seconds(10), EVENT_GROUP_PHASE_ONE);
events.ScheduleEvent(EVENT_SUMMON_GRAVITY_WELL, Seconds(16), EVENT_GROUP_PHASE_ONE);
events.ScheduleEvent(EVENT_ENERGY_SHIELD, Seconds(35), Seconds(36));
events.ScheduleEvent(EVENT_SUMMON_WAVE_SOUTH, Milliseconds(1));
events.ScheduleEvent(EVENT_SUMMON_WAVE_WEST, Seconds(42));
break;
default:
break;
@@ -316,7 +319,7 @@ class boss_high_priestess_azil : public CreatureScript
events.Repeat(Seconds(13), Seconds(15));
break;
case EVENT_ENERGY_SHIELD:
events.Reset();
events.CancelEventGroup(EVENT_GROUP_PHASE_ONE);
DoCast(me, SPELL_EARTH_FURY_ENERGY_SHIELD);
events.ScheduleEvent(EVENT_EARTH_FURY, Milliseconds(1));
break;