DB/Creature_Text: Convert script_texts to creature_text for boss General Bjarngrim

This commit is contained in:
Malcrom
2012-03-01 17:42:49 -03:30
parent 92af6ec647
commit 91e7dc8561
2 changed files with 33 additions and 20 deletions

View File

@@ -0,0 +1,15 @@
-- NPC talk text insert from sniff
DELETE FROM `script_texts` WHERE `npc_entry`=28586;
DELETE FROM `creature_text` WHERE `entry`=28586;
INSERT INTO `creature_text` (`entry`,`groupid`,`id`,`text`,`type`,`language`,`probability`,`emote`,`duration`,`sound`,`comment`) VALUES
(28586,0,0, 'I am the greatest of my father''s sons! Your end has come!',14,0,100,0,0,14149, 'General Bjarngrim'),
(28586,1,0, 'Give me your worst!',14,0,100,0,0,14150, 'General Bjarngrim'),
(28586,2,0, 'Defend yourself, for all the good it will do!',14,0,100,0,0,14151, 'General Bjarngrim'),
(28586,3,0, 'GRAAAAAH! Behold the fury of iron and steel!',14,0,100,0,0,14152, 'General Bjarngrim'),
(28586,4,0, 'So ends your curse!',14,0,100,0,0,14153, 'General Bjarngrim'),
(28586,4,1, 'Flesh... is... weak!',14,0,100,0,0,14154, 'General Bjarngrim'),
(28586,4,2, '...',14,0,100,0,0,14155, 'General Bjarngrim'),
(28586,5,0, 'How can it be...? Flesh is not... stronger!',14,0,100,0,0,14156, 'General Bjarngrim'),
(28586,6,0, '%s switches to Defensive Stance!',41,0,100,0,0,0, 'General Bjarngrim'),
(28586,7,0, '%s switches to Battle Stance!',41,0,100,0,0,0, 'General Bjarngrim'),
(28586,8,0, '%s switches to Berserker Stance!',41,0,100,0,0,0, 'General Bjarngrim');

View File

@@ -29,17 +29,15 @@ EndScriptData */
enum eEnums
{
//Yell
SAY_AGGRO = -1602000,
SAY_SLAY_1 = -1602001,
SAY_SLAY_2 = -1602002,
SAY_SLAY_3 = -1602003,
SAY_DEATH = -1602004,
SAY_BATTLE_STANCE = -1602005,
EMOTE_BATTLE_STANCE = -1602006,
SAY_BERSEKER_STANCE = -1602007,
EMOTE_BERSEKER_STANCE = -1602008,
SAY_DEFENSIVE_STANCE = -1602009,
EMOTE_DEFENSIVE_STANCE = -1602010,
SAY_AGGRO = 0,
SAY_DEFENSIVE_STANCE = 1,
SAY_BATTLE_STANCE = 2,
SAY_BERSEKER_STANCE = 3,
SAY_SLAY = 4,
SAY_DEATH = 5,
EMOTE_DEFENSIVE_STANCE = 6,
EMOTE_BATTLE_STANCE = 7,
EMOTE_BERSEKER_STANCE = 8,
SPELL_DEFENSIVE_STANCE = 53790,
//SPELL_DEFENSIVE_AURA = 41105,
@@ -185,7 +183,7 @@ public:
void EnterCombat(Unit* /*who*/)
{
DoScriptText(SAY_AGGRO, me);
Talk(SAY_AGGRO);
//must get both lieutenants here and make sure they are with him
me->CallForHelp(30.0f);
@@ -196,12 +194,12 @@ public:
void KilledUnit(Unit* /*victim*/)
{
DoScriptText(RAND(SAY_SLAY_1, SAY_SLAY_2, SAY_SLAY_3), me);
Talk(SAY_SLAY), me);
}
void JustDied(Unit* /*killer*/)
{
DoScriptText(SAY_DEATH, me);
Talk(SAY_DEATH);
if (m_instance)
m_instance->SetData(TYPE_BJARNGRIM, DONE);
@@ -249,20 +247,20 @@ public:
switch (m_uiStance)
{
case STANCE_DEFENSIVE:
DoScriptText(SAY_DEFENSIVE_STANCE, me);
DoScriptText(EMOTE_DEFENSIVE_STANCE, me);
Talk(SAY_DEFENSIVE_STANCE);
Talk(EMOTE_DEFENSIVE_STANCE);
DoCast(me, SPELL_DEFENSIVE_STANCE);
SetEquipmentSlots(false, EQUIP_SWORD, EQUIP_SHIELD, EQUIP_NO_CHANGE);
break;
case STANCE_BERSERKER:
DoScriptText(SAY_BERSEKER_STANCE, me);
DoScriptText(EMOTE_BERSEKER_STANCE, me);
Talk(SAY_BERSEKER_STANCE);
Talk(EMOTE_BERSEKER_STANCE);
DoCast(me, SPELL_BERSEKER_STANCE);
SetEquipmentSlots(false, EQUIP_SWORD, EQUIP_SWORD, EQUIP_NO_CHANGE);
break;
case STANCE_BATTLE:
DoScriptText(SAY_BATTLE_STANCE, me);
DoScriptText(EMOTE_BATTLE_STANCE, me);
Talk(SAY_BATTLE_STANCE);
Talk(EMOTE_BATTLE_STANCE);
DoCast(me, SPELL_BATTLE_STANCE);
SetEquipmentSlots(false, EQUIP_MACE, EQUIP_UNEQUIP, EQUIP_NO_CHANGE);
break;