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

@@ -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;