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https://github.com/TrinityCore/TrinityCore.git
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Scripts/HoL: Update Bjarngrim to new model (#26422)
This commit is contained in:
@@ -93,376 +93,352 @@ enum Stanges
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## boss_bjarngrim
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######*/
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class boss_bjarngrim : public CreatureScript
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struct boss_bjarngrim : public ScriptedAI
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{
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public:
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boss_bjarngrim() : CreatureScript("boss_bjarngrim") { }
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CreatureAI* GetAI(Creature* creature) const override
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boss_bjarngrim(Creature* creature) : ScriptedAI(creature)
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{
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return GetHallsOfLightningAI<boss_bjarngrimAI>(creature);
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Initialize();
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instance = creature->GetInstanceScript();
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m_uiStance = STANCE_DEFENSIVE;
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canBuff = true;
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}
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struct boss_bjarngrimAI : public ScriptedAI
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void Initialize()
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{
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boss_bjarngrimAI(Creature* creature) : ScriptedAI(creature)
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m_bIsChangingStance = false;
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m_uiChargingStatus = 0;
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m_uiCharge_Timer = 1000;
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m_uiChangeStance_Timer = urand(20000, 25000);
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m_uiReflection_Timer = 8000;
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m_uiKnockAway_Timer = 20000;
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m_uiPummel_Timer = 10000;
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m_uiIronform_Timer = 25000;
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m_uiIntercept_Timer = 5000;
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m_uiWhirlwind_Timer = 10000;
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m_uiCleave_Timer = 8000;
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m_uiMortalStrike_Timer = 8000;
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m_uiSlam_Timer = 10000;
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}
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InstanceScript* instance;
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bool m_bIsChangingStance;
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bool canBuff;
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uint8 m_uiChargingStatus;
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uint8 m_uiStance;
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uint32 m_uiCharge_Timer;
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uint32 m_uiChangeStance_Timer;
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uint32 m_uiReflection_Timer;
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uint32 m_uiKnockAway_Timer;
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uint32 m_uiPummel_Timer;
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uint32 m_uiIronform_Timer;
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uint32 m_uiIntercept_Timer;
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uint32 m_uiWhirlwind_Timer;
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uint32 m_uiCleave_Timer;
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uint32 m_uiMortalStrike_Timer;
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uint32 m_uiSlam_Timer;
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ObjectGuid m_auiStormforgedLieutenantGUID[2];
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void Reset() override
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{
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if (canBuff)
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if (!me->HasAura(SPELL_TEMPORARY_ELECTRICAL_CHARGE))
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me->AddAura(SPELL_TEMPORARY_ELECTRICAL_CHARGE, me);
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Initialize();
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for (uint8 i = 0; i < 2; ++i)
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{
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Initialize();
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instance = creature->GetInstanceScript();
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// Something isn't right here - m_auiStormforgedLieutenantGUID is never assinged to
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if (Creature* pStormforgedLieutenant = ObjectAccessor::GetCreature(*me, m_auiStormforgedLieutenantGUID[i]))
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if (!pStormforgedLieutenant->IsAlive())
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pStormforgedLieutenant->Respawn();
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}
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if (m_uiStance != STANCE_DEFENSIVE)
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{
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DoRemoveStanceAura(m_uiStance);
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DoCast(me, SPELL_DEFENSIVE_STANCE);
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m_uiStance = STANCE_DEFENSIVE;
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}
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SetEquipmentSlots(false, EQUIP_SWORD, EQUIP_SHIELD, EQUIP_NO_CHANGE);
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instance->SetBossState(DATA_BJARNGRIM, NOT_STARTED);
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}
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void EnterEvadeMode(EvadeReason why) override
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{
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if (me->HasAura(SPELL_TEMPORARY_ELECTRICAL_CHARGE))
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canBuff = true;
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}
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else
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canBuff = false;
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void Initialize()
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ScriptedAI::EnterEvadeMode(why);
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}
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void JustEngagedWith(Unit* /*who*/) override
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{
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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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instance->SetBossState(DATA_BJARNGRIM, IN_PROGRESS);
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}
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void KilledUnit(Unit* /*victim*/) override
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{
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Talk(SAY_SLAY);
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}
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void JustDied(Unit* /*killer*/) override
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{
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Talk(SAY_DEATH);
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instance->SetBossState(DATA_BJARNGRIM, DONE);
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}
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/// @todo remove when removal is done by the core
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void DoRemoveStanceAura(uint8 uiStance)
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{
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switch (uiStance)
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{
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m_bIsChangingStance = false;
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m_uiChargingStatus = 0;
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m_uiCharge_Timer = 1000;
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m_uiChangeStance_Timer = urand(20000, 25000);
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m_uiReflection_Timer = 8000;
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m_uiKnockAway_Timer = 20000;
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m_uiPummel_Timer = 10000;
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m_uiIronform_Timer = 25000;
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m_uiIntercept_Timer = 5000;
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m_uiWhirlwind_Timer = 10000;
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m_uiCleave_Timer = 8000;
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m_uiMortalStrike_Timer = 8000;
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m_uiSlam_Timer = 10000;
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case STANCE_DEFENSIVE:
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me->RemoveAurasDueToSpell(SPELL_DEFENSIVE_STANCE);
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break;
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case STANCE_BERSERKER:
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me->RemoveAurasDueToSpell(SPELL_BERSEKER_STANCE);
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break;
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case STANCE_BATTLE:
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me->RemoveAurasDueToSpell(SPELL_BATTLE_STANCE);
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break;
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}
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}
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InstanceScript* instance;
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void UpdateAI(uint32 uiDiff) override
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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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bool m_bIsChangingStance;
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bool canBuff;
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uint8 m_uiChargingStatus;
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uint8 m_uiStance;
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uint32 m_uiCharge_Timer;
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uint32 m_uiChangeStance_Timer;
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uint32 m_uiReflection_Timer;
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uint32 m_uiKnockAway_Timer;
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uint32 m_uiPummel_Timer;
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uint32 m_uiIronform_Timer;
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uint32 m_uiIntercept_Timer;
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uint32 m_uiWhirlwind_Timer;
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uint32 m_uiCleave_Timer;
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uint32 m_uiMortalStrike_Timer;
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uint32 m_uiSlam_Timer;
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ObjectGuid m_auiStormforgedLieutenantGUID[2];
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void Reset() override
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// Change stance
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if (m_uiChangeStance_Timer <= uiDiff)
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{
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if (canBuff)
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if (!me->HasAura(SPELL_TEMPORARY_ELECTRICAL_CHARGE))
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me->AddAura(SPELL_TEMPORARY_ELECTRICAL_CHARGE, me);
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Initialize();
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for (uint8 i = 0; i < 2; ++i)
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{
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// Something isn't right here - m_auiStormforgedLieutenantGUID is never assinged to
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if (Creature* pStormforgedLieutenant = ObjectAccessor::GetCreature(*me, m_auiStormforgedLieutenantGUID[i]))
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if (!pStormforgedLieutenant->IsAlive())
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pStormforgedLieutenant->Respawn();
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}
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if (m_uiStance != STANCE_DEFENSIVE)
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{
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DoRemoveStanceAura(m_uiStance);
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DoCast(me, SPELL_DEFENSIVE_STANCE);
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m_uiStance = STANCE_DEFENSIVE;
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}
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SetEquipmentSlots(false, EQUIP_SWORD, EQUIP_SHIELD, EQUIP_NO_CHANGE);
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instance->SetBossState(DATA_BJARNGRIM, NOT_STARTED);
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}
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void EnterEvadeMode(EvadeReason why) override
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{
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if (me->HasAura(SPELL_TEMPORARY_ELECTRICAL_CHARGE))
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canBuff = true;
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else
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canBuff = false;
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ScriptedAI::EnterEvadeMode(why);
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}
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void JustEngagedWith(Unit* /*who*/) override
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{
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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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instance->SetBossState(DATA_BJARNGRIM, IN_PROGRESS);
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}
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void KilledUnit(Unit* /*victim*/) override
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{
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Talk(SAY_SLAY);
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}
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void JustDied(Unit* /*killer*/) override
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{
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Talk(SAY_DEATH);
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instance->SetBossState(DATA_BJARNGRIM, DONE);
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}
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/// @todo remove when removal is done by the core
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void DoRemoveStanceAura(uint8 uiStance)
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{
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switch (uiStance)
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{
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case STANCE_DEFENSIVE:
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me->RemoveAurasDueToSpell(SPELL_DEFENSIVE_STANCE);
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break;
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case STANCE_BERSERKER:
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me->RemoveAurasDueToSpell(SPELL_BERSEKER_STANCE);
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break;
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case STANCE_BATTLE:
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me->RemoveAurasDueToSpell(SPELL_BATTLE_STANCE);
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break;
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}
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}
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void UpdateAI(uint32 uiDiff) override
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{
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//Return since we have no target
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if (!UpdateVictim())
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//wait for current spell to finish before change stance
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if (me->IsNonMeleeSpellCast(false))
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return;
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// Change stance
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if (m_uiChangeStance_Timer <= uiDiff)
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{
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//wait for current spell to finish before change stance
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if (me->IsNonMeleeSpellCast(false))
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return;
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DoRemoveStanceAura(m_uiStance);
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DoRemoveStanceAura(m_uiStance);
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int uiTempStance = rand32() % (3 - 1);
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int uiTempStance = rand32() % (3 - 1);
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if (uiTempStance >= m_uiStance)
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++uiTempStance;
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if (uiTempStance >= m_uiStance)
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++uiTempStance;
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m_uiStance = uiTempStance;
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switch (m_uiStance)
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{
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case STANCE_DEFENSIVE:
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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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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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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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}
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m_uiChangeStance_Timer = urand(20000, 25000);
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return;
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}
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else
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m_uiChangeStance_Timer -= uiDiff;
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m_uiStance = uiTempStance;
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switch (m_uiStance)
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{
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case STANCE_DEFENSIVE:
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{
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if (m_uiReflection_Timer <= uiDiff)
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{
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DoCast(me, SPELL_SPELL_REFLECTION);
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m_uiReflection_Timer = urand(8000, 9000);
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}
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else
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m_uiReflection_Timer -= uiDiff;
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if (m_uiKnockAway_Timer <= uiDiff)
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{
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DoCast(me, SPELL_KNOCK_AWAY);
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m_uiKnockAway_Timer = urand(20000, 21000);
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}
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else
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m_uiKnockAway_Timer -= uiDiff;
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if (m_uiPummel_Timer <= uiDiff)
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{
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DoCastVictim(SPELL_PUMMEL);
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m_uiPummel_Timer = urand(10000, 11000);
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}
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else
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m_uiPummel_Timer -= uiDiff;
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if (m_uiIronform_Timer <= uiDiff)
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{
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DoCast(me, SPELL_IRONFORM);
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m_uiIronform_Timer = urand(25000, 26000);
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}
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else
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m_uiIronform_Timer -= uiDiff;
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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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}
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case STANCE_BERSERKER:
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{
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if (m_uiIntercept_Timer <= uiDiff)
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{
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//not much point is this, better random target and more often?
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DoCastVictim(SPELL_INTERCEPT);
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m_uiIntercept_Timer = urand(45000, 46000);
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}
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else
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m_uiIntercept_Timer -= uiDiff;
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if (m_uiWhirlwind_Timer <= uiDiff)
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{
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DoCast(me, SPELL_WHIRLWIND);
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m_uiWhirlwind_Timer = urand(10000, 11000);
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}
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else
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m_uiWhirlwind_Timer -= uiDiff;
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if (m_uiCleave_Timer <= uiDiff)
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{
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DoCastVictim(SPELL_CLEAVE);
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m_uiCleave_Timer = urand(8000, 9000);
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}
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else
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m_uiCleave_Timer -= uiDiff;
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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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}
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case STANCE_BATTLE:
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{
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if (m_uiMortalStrike_Timer <= uiDiff)
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{
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DoCastVictim(SPELL_MORTAL_STRIKE);
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m_uiMortalStrike_Timer = urand(20000, 21000);
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}
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else
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m_uiMortalStrike_Timer -= uiDiff;
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if (m_uiSlam_Timer <= uiDiff)
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{
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DoCastVictim(SPELL_SLAM);
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m_uiSlam_Timer = urand(15000, 16000);
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}
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else
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m_uiSlam_Timer -= uiDiff;
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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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}
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}
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DoMeleeAttackIfReady();
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m_uiChangeStance_Timer = urand(20000, 25000);
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return;
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}
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};
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else
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m_uiChangeStance_Timer -= uiDiff;
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switch (m_uiStance)
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{
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case STANCE_DEFENSIVE:
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{
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if (m_uiReflection_Timer <= uiDiff)
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{
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DoCast(me, SPELL_SPELL_REFLECTION);
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m_uiReflection_Timer = urand(8000, 9000);
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}
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else
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m_uiReflection_Timer -= uiDiff;
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if (m_uiKnockAway_Timer <= uiDiff)
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{
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DoCast(me, SPELL_KNOCK_AWAY);
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m_uiKnockAway_Timer = urand(20000, 21000);
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}
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else
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m_uiKnockAway_Timer -= uiDiff;
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if (m_uiPummel_Timer <= uiDiff)
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{
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DoCastVictim(SPELL_PUMMEL);
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m_uiPummel_Timer = urand(10000, 11000);
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}
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else
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m_uiPummel_Timer -= uiDiff;
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if (m_uiIronform_Timer <= uiDiff)
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{
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DoCast(me, SPELL_IRONFORM);
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m_uiIronform_Timer = urand(25000, 26000);
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}
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else
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m_uiIronform_Timer -= uiDiff;
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break;
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||||
}
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case STANCE_BERSERKER:
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{
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||||
if (m_uiIntercept_Timer <= uiDiff)
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{
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||||
//not much point is this, better random target and more often?
|
||||
DoCastVictim(SPELL_INTERCEPT);
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||||
m_uiIntercept_Timer = urand(45000, 46000);
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||||
}
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||||
else
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||||
m_uiIntercept_Timer -= uiDiff;
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||||
|
||||
if (m_uiWhirlwind_Timer <= uiDiff)
|
||||
{
|
||||
DoCast(me, SPELL_WHIRLWIND);
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||||
m_uiWhirlwind_Timer = urand(10000, 11000);
|
||||
}
|
||||
else
|
||||
m_uiWhirlwind_Timer -= uiDiff;
|
||||
|
||||
if (m_uiCleave_Timer <= uiDiff)
|
||||
{
|
||||
DoCastVictim(SPELL_CLEAVE);
|
||||
m_uiCleave_Timer = urand(8000, 9000);
|
||||
}
|
||||
else
|
||||
m_uiCleave_Timer -= uiDiff;
|
||||
|
||||
break;
|
||||
}
|
||||
case STANCE_BATTLE:
|
||||
{
|
||||
if (m_uiMortalStrike_Timer <= uiDiff)
|
||||
{
|
||||
DoCastVictim(SPELL_MORTAL_STRIKE);
|
||||
m_uiMortalStrike_Timer = urand(20000, 21000);
|
||||
}
|
||||
else
|
||||
m_uiMortalStrike_Timer -= uiDiff;
|
||||
|
||||
if (m_uiSlam_Timer <= uiDiff)
|
||||
{
|
||||
DoCastVictim(SPELL_SLAM);
|
||||
m_uiSlam_Timer = urand(15000, 16000);
|
||||
}
|
||||
else
|
||||
m_uiSlam_Timer -= uiDiff;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
};
|
||||
|
||||
/*######
|
||||
## npc_stormforged_lieutenant
|
||||
######*/
|
||||
|
||||
class npc_stormforged_lieutenant : public CreatureScript
|
||||
struct npc_stormforged_lieutenant : public ScriptedAI
|
||||
{
|
||||
public:
|
||||
npc_stormforged_lieutenant() : CreatureScript("npc_stormforged_lieutenant") { }
|
||||
|
||||
CreatureAI* GetAI(Creature* creature) const override
|
||||
npc_stormforged_lieutenant(Creature* creature) : ScriptedAI(creature)
|
||||
{
|
||||
return GetHallsOfLightningAI<npc_stormforged_lieutenantAI>(creature);
|
||||
Initialize();
|
||||
instance = creature->GetInstanceScript();
|
||||
}
|
||||
|
||||
struct npc_stormforged_lieutenantAI : public ScriptedAI
|
||||
void Initialize()
|
||||
{
|
||||
npc_stormforged_lieutenantAI(Creature* creature) : ScriptedAI(creature)
|
||||
{
|
||||
Initialize();
|
||||
instance = creature->GetInstanceScript();
|
||||
}
|
||||
m_uiArcWeld_Timer = urand(20000, 21000);
|
||||
m_uiRenewSteel_Timer = urand(10000, 11000);
|
||||
}
|
||||
|
||||
void Initialize()
|
||||
InstanceScript* instance;
|
||||
|
||||
uint32 m_uiArcWeld_Timer;
|
||||
uint32 m_uiRenewSteel_Timer;
|
||||
|
||||
void Reset() override
|
||||
{
|
||||
Initialize();
|
||||
}
|
||||
|
||||
void JustEngagedWith(Unit* who) override
|
||||
{
|
||||
if (Creature* pBjarngrim = ObjectAccessor::GetCreature(*me, instance->GetGuidData(DATA_BJARNGRIM)))
|
||||
{
|
||||
if (pBjarngrim->IsAlive() && !pBjarngrim->GetVictim())
|
||||
pBjarngrim->AI()->AttackStart(who);
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateAI(uint32 uiDiff) override
|
||||
{
|
||||
//Return since we have no target
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
if (m_uiArcWeld_Timer <= uiDiff)
|
||||
{
|
||||
DoCastVictim(SPELL_ARC_WELD);
|
||||
m_uiArcWeld_Timer = urand(20000, 21000);
|
||||
m_uiRenewSteel_Timer = urand(10000, 11000);
|
||||
}
|
||||
else
|
||||
m_uiArcWeld_Timer -= uiDiff;
|
||||
|
||||
InstanceScript* instance;
|
||||
|
||||
uint32 m_uiArcWeld_Timer;
|
||||
uint32 m_uiRenewSteel_Timer;
|
||||
|
||||
void Reset() override
|
||||
{
|
||||
Initialize();
|
||||
}
|
||||
|
||||
void JustEngagedWith(Unit* who) override
|
||||
if (m_uiRenewSteel_Timer <= uiDiff)
|
||||
{
|
||||
if (Creature* pBjarngrim = ObjectAccessor::GetCreature(*me, instance->GetGuidData(DATA_BJARNGRIM)))
|
||||
{
|
||||
if (pBjarngrim->IsAlive() && !pBjarngrim->GetVictim())
|
||||
pBjarngrim->AI()->AttackStart(who);
|
||||
if (pBjarngrim->IsAlive())
|
||||
DoCast(pBjarngrim, SPELL_RENEW_STEEL_N);
|
||||
}
|
||||
m_uiRenewSteel_Timer = urand(10000, 14000);
|
||||
}
|
||||
else
|
||||
m_uiRenewSteel_Timer -= uiDiff;
|
||||
|
||||
void UpdateAI(uint32 uiDiff) override
|
||||
{
|
||||
//Return since we have no target
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
if (m_uiArcWeld_Timer <= uiDiff)
|
||||
{
|
||||
DoCastVictim(SPELL_ARC_WELD);
|
||||
m_uiArcWeld_Timer = urand(20000, 21000);
|
||||
}
|
||||
else
|
||||
m_uiArcWeld_Timer -= uiDiff;
|
||||
|
||||
if (m_uiRenewSteel_Timer <= uiDiff)
|
||||
{
|
||||
if (Creature* pBjarngrim = ObjectAccessor::GetCreature(*me, instance->GetGuidData(DATA_BJARNGRIM)))
|
||||
{
|
||||
if (pBjarngrim->IsAlive())
|
||||
DoCast(pBjarngrim, SPELL_RENEW_STEEL_N);
|
||||
}
|
||||
m_uiRenewSteel_Timer = urand(10000, 14000);
|
||||
}
|
||||
else
|
||||
m_uiRenewSteel_Timer -= uiDiff;
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
};
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
};
|
||||
|
||||
void AddSC_boss_bjarngrim()
|
||||
{
|
||||
new boss_bjarngrim();
|
||||
new npc_stormforged_lieutenant();
|
||||
RegisterHallsOfLightningCreatureAI(boss_bjarngrim);
|
||||
RegisterHallsOfLightningCreatureAI(npc_stormforged_lieutenant);
|
||||
}
|
||||
|
||||
@@ -57,4 +57,6 @@ inline AI* GetHallsOfLightningAI(T* obj)
|
||||
return GetInstanceAI<AI>(obj, HoLScriptName);
|
||||
}
|
||||
|
||||
#define RegisterHallsOfLightningCreatureAI(ai_name) RegisterCreatureAIWithFactory(ai_name, GetHallsOfLightningAI)
|
||||
|
||||
#endif // HALLS_OF_LIGHTNING_H_
|
||||
|
||||
Reference in New Issue
Block a user