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DB/Creature_Text: Convert script_texts to creature_text for boss General Bjarngrim
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15
sql/updates/world/2012_03_01_01_world_creature_text.sql
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15
sql/updates/world/2012_03_01_01_world_creature_text.sql
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@@ -0,0 +1,15 @@
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-- NPC talk text insert from sniff
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DELETE FROM `script_texts` WHERE `npc_entry`=28586;
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DELETE FROM `creature_text` WHERE `entry`=28586;
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INSERT INTO `creature_text` (`entry`,`groupid`,`id`,`text`,`type`,`language`,`probability`,`emote`,`duration`,`sound`,`comment`) VALUES
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(28586,0,0, 'I am the greatest of my father''s sons! Your end has come!',14,0,100,0,0,14149, 'General Bjarngrim'),
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(28586,1,0, 'Give me your worst!',14,0,100,0,0,14150, 'General Bjarngrim'),
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(28586,2,0, 'Defend yourself, for all the good it will do!',14,0,100,0,0,14151, 'General Bjarngrim'),
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(28586,3,0, 'GRAAAAAH! Behold the fury of iron and steel!',14,0,100,0,0,14152, 'General Bjarngrim'),
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(28586,4,0, 'So ends your curse!',14,0,100,0,0,14153, 'General Bjarngrim'),
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(28586,4,1, 'Flesh... is... weak!',14,0,100,0,0,14154, 'General Bjarngrim'),
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(28586,4,2, '...',14,0,100,0,0,14155, 'General Bjarngrim'),
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(28586,5,0, 'How can it be...? Flesh is not... stronger!',14,0,100,0,0,14156, 'General Bjarngrim'),
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(28586,6,0, '%s switches to Defensive Stance!',41,0,100,0,0,0, 'General Bjarngrim'),
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(28586,7,0, '%s switches to Battle Stance!',41,0,100,0,0,0, 'General Bjarngrim'),
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(28586,8,0, '%s switches to Berserker Stance!',41,0,100,0,0,0, 'General Bjarngrim');
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@@ -29,17 +29,15 @@ EndScriptData */
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enum eEnums
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{
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//Yell
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SAY_AGGRO = -1602000,
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SAY_SLAY_1 = -1602001,
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SAY_SLAY_2 = -1602002,
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SAY_SLAY_3 = -1602003,
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SAY_DEATH = -1602004,
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SAY_BATTLE_STANCE = -1602005,
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EMOTE_BATTLE_STANCE = -1602006,
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SAY_BERSEKER_STANCE = -1602007,
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EMOTE_BERSEKER_STANCE = -1602008,
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SAY_DEFENSIVE_STANCE = -1602009,
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EMOTE_DEFENSIVE_STANCE = -1602010,
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SAY_AGGRO = 0,
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SAY_DEFENSIVE_STANCE = 1,
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SAY_BATTLE_STANCE = 2,
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SAY_BERSEKER_STANCE = 3,
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SAY_SLAY = 4,
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SAY_DEATH = 5,
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EMOTE_DEFENSIVE_STANCE = 6,
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EMOTE_BATTLE_STANCE = 7,
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EMOTE_BERSEKER_STANCE = 8,
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SPELL_DEFENSIVE_STANCE = 53790,
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//SPELL_DEFENSIVE_AURA = 41105,
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@@ -185,7 +183,7 @@ public:
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void EnterCombat(Unit* /*who*/)
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{
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DoScriptText(SAY_AGGRO, me);
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Talk(SAY_AGGRO);
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//must get both lieutenants here and make sure they are with him
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me->CallForHelp(30.0f);
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@@ -196,12 +194,12 @@ public:
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void KilledUnit(Unit* /*victim*/)
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{
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DoScriptText(RAND(SAY_SLAY_1, SAY_SLAY_2, SAY_SLAY_3), me);
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Talk(SAY_SLAY), me);
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}
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void JustDied(Unit* /*killer*/)
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{
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DoScriptText(SAY_DEATH, me);
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Talk(SAY_DEATH);
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if (m_instance)
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m_instance->SetData(TYPE_BJARNGRIM, DONE);
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@@ -249,20 +247,20 @@ public:
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switch (m_uiStance)
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{
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case STANCE_DEFENSIVE:
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DoScriptText(SAY_DEFENSIVE_STANCE, me);
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DoScriptText(EMOTE_DEFENSIVE_STANCE, me);
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Talk(SAY_DEFENSIVE_STANCE);
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Talk(EMOTE_DEFENSIVE_STANCE);
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DoCast(me, SPELL_DEFENSIVE_STANCE);
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SetEquipmentSlots(false, EQUIP_SWORD, EQUIP_SHIELD, EQUIP_NO_CHANGE);
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break;
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case STANCE_BERSERKER:
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DoScriptText(SAY_BERSEKER_STANCE, me);
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DoScriptText(EMOTE_BERSEKER_STANCE, me);
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Talk(SAY_BERSEKER_STANCE);
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Talk(EMOTE_BERSEKER_STANCE);
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DoCast(me, SPELL_BERSEKER_STANCE);
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SetEquipmentSlots(false, EQUIP_SWORD, EQUIP_SWORD, EQUIP_NO_CHANGE);
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break;
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case STANCE_BATTLE:
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DoScriptText(SAY_BATTLE_STANCE, me);
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DoScriptText(EMOTE_BATTLE_STANCE, me);
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Talk(SAY_BATTLE_STANCE);
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Talk(EMOTE_BATTLE_STANCE);
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DoCast(me, SPELL_BATTLE_STANCE);
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SetEquipmentSlots(false, EQUIP_MACE, EQUIP_UNEQUIP, EQUIP_NO_CHANGE);
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break;
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