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DB/Scripts: Yenniku (move npc_yenniku to SAI)
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@@ -184,7 +184,6 @@ void AddSC_isle_of_queldanas();
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void AddSC_redridge_mountains();
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void AddSC_silverpine_forest();
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void AddSC_stormwind_city();
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void AddSC_stranglethorn_vale();
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void AddSC_swamp_of_sorrows();
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void AddSC_tirisfal_glades();
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void AddSC_undercity();
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@@ -363,7 +362,6 @@ void AddEasternKingdomsScripts()
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AddSC_redridge_mountains();
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AddSC_silverpine_forest();
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AddSC_stormwind_city();
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AddSC_stranglethorn_vale();
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AddSC_swamp_of_sorrows();
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AddSC_tirisfal_glades();
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AddSC_undercity();
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@@ -1,136 +0,0 @@
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/*
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* Copyright (C) 2008-2017 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* ScriptData
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SDName: Stranglethorn_Vale
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SD%Complete: 100
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SDComment: Quest support: 592
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SDCategory: Stranglethorn Vale
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EndScriptData */
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/* ContentData
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npc_yenniku
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EndContentData */
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#include "ScriptMgr.h"
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#include "ScriptedCreature.h"
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#include "Player.h"
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#include "SpellInfo.h"
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/*######
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## npc_yenniku
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######*/
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class npc_yenniku : public CreatureScript
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{
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public:
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npc_yenniku() : CreatureScript("npc_yenniku") { }
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_yennikuAI(creature);
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}
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struct npc_yennikuAI : public ScriptedAI
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{
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npc_yennikuAI(Creature* creature) : ScriptedAI(creature)
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{
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Initialize();
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bReset = false;
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}
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void Initialize()
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{
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Reset_Timer = 0;
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}
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uint32 Reset_Timer;
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bool bReset;
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void Reset() override
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{
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Initialize();
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me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_NONE);
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}
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void SpellHit(Unit* caster, SpellInfo const* spell) override
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{
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if (bReset || spell->Id != 3607)
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return;
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if (Player* player = caster->ToPlayer())
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{
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if (player->GetQuestStatus(592) == QUEST_STATUS_INCOMPLETE) //Yenniku's Release
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{
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me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_STUN);
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me->CombatStop(); //stop combat
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me->GetThreatManager().ClearAllThreat(); //unsure of this
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me->SetFaction(FACTION_HORDE_GENERIC);
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bReset = true;
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Reset_Timer = 60000;
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}
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}
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}
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void EnterCombat(Unit* /*who*/) override { }
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void UpdateAI(uint32 diff) override
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{
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if (bReset)
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{
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if (Reset_Timer <= diff)
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{
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EnterEvadeMode();
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bReset = false;
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me->SetFaction(FACTION_TROLL_BLOODSCALP);
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return;
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}
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Reset_Timer -= diff;
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if (me->IsInCombat() && me->GetVictim())
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{
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if (Player* player = me->EnsureVictim()->ToPlayer())
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{
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if (player->GetTeam() == HORDE)
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{
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me->CombatStop();
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me->GetThreatManager().ClearAllThreat();
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}
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}
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}
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}
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//Return since we have no target
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if (!UpdateVictim())
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return;
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DoMeleeAttackIfReady();
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}
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};
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};
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/*######
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##
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######*/
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void AddSC_stranglethorn_vale()
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{
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new npc_yenniku();
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}
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