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Scripts/AuchenaiCrypts: Small corrections to scripts (#30959)
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@@ -23,7 +23,7 @@
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#include "SpellInfo.h"
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#include "SpellScript.h"
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enum Texts
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enum MaladaarTexts
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{
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SAY_ROAR = 0,
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SAY_SOUL_CLEAVE = 1,
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@@ -33,7 +33,7 @@ enum Texts
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SAY_DEATH = 5
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};
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enum Spells
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enum MaladaarSpells
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{
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SPELL_SOUL_SCREAM = 32421,
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SPELL_RIBBON_OF_SOULS = 32422,
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@@ -57,7 +57,7 @@ enum Spells
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SPELL_PLAGUE_STRIKE = 58839
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};
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enum Events
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enum MaladaarEvents
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{
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EVENT_SOUL_SCREAM = 1,
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EVENT_RIBBON_OF_SOULS,
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@@ -65,7 +65,7 @@ enum Events
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EVENT_SUMMON_AVATAR
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};
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enum Misc
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enum MaladaarMisc
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{
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NPC_DORE = 19412,
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@@ -93,6 +93,7 @@ enum Misc
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Position const DoreSpawnPos = { -4.40722f, -387.277f, 40.6294f, 6.26573f };
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// 18373 - Exarch Maladaar
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struct boss_exarch_maladaar : public BossAI
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{
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boss_exarch_maladaar(Creature* creature) : BossAI(creature, DATA_EXARCH_MALADAAR), _avatarSummoned(false) { }
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@@ -123,9 +124,19 @@ struct boss_exarch_maladaar : public BossAI
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void OnSpellCast(SpellInfo const* spell) override
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{
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if (spell->Id == SPELL_STOLEN_SOUL)
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if (roll_chance_i(25))
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Talk(SAY_SOUL_CLEAVE);
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switch (spell->Id)
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{
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case SPELL_STOLEN_SOUL:
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if (roll_chance_i(25))
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Talk(SAY_SOUL_CLEAVE);
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break;
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case SPELL_SOUL_SCREAM:
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if (roll_chance_i(25))
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Talk(SAY_ROAR);
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break;
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default:
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break;
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}
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}
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void SpellHitTarget(WorldObject* target, SpellInfo const* spellInfo) override
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@@ -164,8 +175,6 @@ struct boss_exarch_maladaar : public BossAI
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switch (eventId)
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{
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case EVENT_SOUL_SCREAM:
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if (roll_chance_i(25))
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Talk(SAY_ROAR);
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DoCastSelf(SPELL_SOUL_SCREAM);
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events.Repeat(RAND(15s, 20s));
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break;
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@@ -197,6 +206,7 @@ private:
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bool _avatarSummoned;
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};
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// 18441 - Stolen Soul
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struct npc_stolen_soul : public ScriptedAI
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{
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npc_stolen_soul(Creature* creature) : ScriptedAI(creature), _summonerClass(CLASS_NONE) { }
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@@ -15,8 +15,6 @@
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* Old comment: "Inhibit Magic should stack slower far from the boss" - really? */
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#include "ScriptedCreature.h"
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#include "ScriptMgr.h"
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#include "Spell.h"
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@@ -129,14 +127,19 @@ struct npc_focus_fire : public ScriptedAI
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// Should be in this sniffed order but makes it ignore other spell casts, so disabled
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// DoCastSelf(SPELL_BIRTH);
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DoCastSelf(SPELL_FOCUS_TARGET_VISUAL);
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DoCastSelf(SPELL_PING_SHIRRAK);
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_scheduler.Schedule(5s, [this](TaskContext /*task*/)
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{
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DoCastSelf(SPELL_FIERY_BLAST);
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DoCastSelf(SPELL_PING_SHIRRAK);
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});
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}
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void SpellHit(WorldObject* /*caster*/, SpellInfo const* spellInfo) override
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{
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if (spellInfo->Id == SPELL_FOCUS_FIRE_DUMMY)
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DoCastSelf(SPELL_FIERY_BLAST);
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}
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void UpdateAI(uint32 diff) override
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{
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_scheduler.Update(diff);
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