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-rw-r--r--sql/updates/world/2014_09_05_01_world_misc.sql6
-rw-r--r--src/server/scripts/EasternKingdoms/Scholomance/boss_jandice_barov.cpp211
2 files changed, 59 insertions, 158 deletions
diff --git a/sql/updates/world/2014_09_05_01_world_misc.sql b/sql/updates/world/2014_09_05_01_world_misc.sql
new file mode 100644
index 00000000000..e03ca9e8c40
--- /dev/null
+++ b/sql/updates/world/2014_09_05_01_world_misc.sql
@@ -0,0 +1,6 @@
+-- Corrects unit_flags and sets AI for Illusion of Jandice Barov (11439)
+SET @ENTRY := 11439;
+UPDATE `creature_template` SET `ScriptName` = '', `AIName` = 'SmartAI', `unit_flags` = `unit_flags` &~4194304 WHERE `entry` = @ENTRY;
+DELETE FROM `smart_scripts` WHERE `entryorguid` = @ENTRY AND `source_type` = 0;
+INSERT INTO `smart_scripts` (`entryorguid`,`source_type`,`id`,`link`,`event_type`,`event_phase_mask`,`event_chance`,`event_flags`,`event_param1`,`event_param2`,`event_param3`,`event_param4`,`action_type`,`action_param1`,`action_param2`,`action_param3`,`action_param4`,`action_param5`,`action_param6`,`target_type`,`target_param1`,`target_param2`,`target_param3`,`target_x`,`target_y`,`target_z`,`target_o`,`comment`) VALUES
+(@ENTRY, 0, 0, 0, 0, 0, 100, 2, 2000, 8000, 5000, 8000, 11, 15284, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, "Illusion of Jandice Barov - In Combat - Cast 'Cleave' (Normal Dungeon)");
diff --git a/src/server/scripts/EasternKingdoms/Scholomance/boss_jandice_barov.cpp b/src/server/scripts/EasternKingdoms/Scholomance/boss_jandice_barov.cpp
index 02c0f70b7c8..44885a01270 100644
--- a/src/server/scripts/EasternKingdoms/Scholomance/boss_jandice_barov.cpp
+++ b/src/server/scripts/EasternKingdoms/Scholomance/boss_jandice_barov.cpp
@@ -1,6 +1,5 @@
/*
* Copyright (C) 2008-2014 TrinityCore <http://www.trinitycore.org/>
- * Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
@@ -16,23 +15,21 @@
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-/* ScriptData
-SDName: Boss_jandicebarov
-SD%Complete: 100
-SDComment:
-SDCategory: Scholomance
-EndScriptData */
-
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
enum Spells
{
- SPELL_CURSEOFBLOOD = 24673,
- //SPELL_ILLUSION = 17773,
+ SPELL_CURSE_OF_BLOOD = 24673,
+ SPELL_ILLUSION = 17773,
+};
- // Spells of Illusion of Jandice Barov
- SPELL_CLEAVE = 15284
+enum Events
+{
+ EVENT_CURSE_OF_BLOOD = 1,
+ EVENT_ILLUSION,
+ EVENT_CLEAVE,
+ EVENT_SET_VISIBILITY
};
class boss_jandice_barov : public CreatureScript
@@ -40,189 +37,87 @@ class boss_jandice_barov : public CreatureScript
public:
boss_jandice_barov() : CreatureScript("boss_jandice_barov") { }
- CreatureAI* GetAI(Creature* creature) const override
- {
- return new boss_jandicebarovAI(creature);
- }
-
struct boss_jandicebarovAI : public ScriptedAI
{
- boss_jandicebarovAI(Creature* creature) : ScriptedAI(creature)
- {
- Initialize();
- }
+ boss_jandicebarovAI(Creature* creature) : ScriptedAI(creature), Summons(me) { }
- void Initialize()
+ void Reset() override
{
- CurseOfBlood_Timer = 15000;
- Illusion_Timer = 30000;
- Invisible_Timer = 3000; //Too much too low?
- Invisible = false;
+ events.Reset();
+ Summons.DespawnAll();
}
- uint32 CurseOfBlood_Timer;
- uint32 Illusion_Timer;
- //uint32 Illusioncounter;
- uint32 Invisible_Timer;
- bool Invisible;
-
- void Reset() override
+ void JustSummoned(Creature* summoned) override
{
- Initialize();
+ // Illusions should attack a random target.
+ if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
+ summoned->AI()->AttackStart(target);
+
+ summoned->ApplySpellImmune(0, IMMUNITY_DAMAGE, SPELL_SCHOOL_MASK_MAGIC, true); // Not sure if this is correct.
+ Summons.Summon(summoned);
}
void EnterCombat(Unit* /*who*/) override
{
+ events.ScheduleEvent(EVENT_CURSE_OF_BLOOD, 15000);
+ events.ScheduleEvent(EVENT_ILLUSION, 30000);
}
- void SummonIllusions(Unit* victim)
+ void JustDied(Unit* /*killer*/) override
{
- if (Creature* Illusion = DoSpawnCreature(11439, float(irand(-9, 9)), float(irand(-9, 9)), 0, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 60000))
- Illusion->AI()->AttackStart(victim);
+ Summons.DespawnAll();
}
void UpdateAI(uint32 diff) override
{
- if (Invisible && Invisible_Timer <= diff)
- {
- //Become visible again
- me->setFaction(14);
- me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
- me->SetDisplayId(11073); //Jandice Model
- Invisible = false;
- } else if (Invisible)
- {
- Invisible_Timer -= diff;
- //Do nothing while invisible
- return;
- }
-
- //Return since we have no target
if (!UpdateVictim())
return;
- //CurseOfBlood_Timer
- if (CurseOfBlood_Timer <= diff)
- {
- //Cast
- DoCastVictim(SPELL_CURSEOFBLOOD);
+ events.Update(diff);
- //45 seconds
- CurseOfBlood_Timer = 30000;
- } else CurseOfBlood_Timer -= diff;
+ if (me->HasUnitState(UNIT_STATE_CASTING))
+ return;
- //Illusion_Timer
- if (!Invisible && Illusion_Timer <= diff)
+ while (uint32 eventId = events.ExecuteEvent())
{
-
- //Interrupt any spell casting
- me->InterruptNonMeleeSpells(false);
- me->setFaction(35);
- me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
- me->SetDisplayId(11686); // Invisible Model
- DoModifyThreatPercent(me->GetVictim(), -99);
-
- //Summon 10 Illusions attacking random gamers
- Unit* target = NULL;
- for (uint8 i = 0; i < 10; ++i)
+ switch (eventId)
{
- target = SelectTarget(SELECT_TARGET_RANDOM, 0);
- if (target)
- SummonIllusions(target);
+ case EVENT_CURSE_OF_BLOOD:
+ DoCastVictim(SPELL_CURSE_OF_BLOOD);
+ events.ScheduleEvent(EVENT_CURSE_OF_BLOOD, 30000);
+ break;
+ case EVENT_ILLUSION:
+ DoCast(SPELL_ILLUSION);
+ me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
+ me->SetDisplayId(11686); // Invisible Model
+ DoModifyThreatPercent(me->GetVictim(), -99);
+ events.ScheduleEvent(EVENT_SET_VISIBILITY, 3000);
+ events.ScheduleEvent(EVENT_ILLUSION, 25000);
+ break;
+ case EVENT_SET_VISIBILITY:
+ me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
+ me->SetDisplayId(11073); //Jandice Model
+ break;
+ default:
+ break;
}
- Invisible = true;
- Invisible_Timer = 3000;
-
- //25 seconds until we should cast this agian
- Illusion_Timer = 25000;
- } else Illusion_Timer -= diff;
-
- // //Illusion_Timer
- // if (Illusion_Timer <= diff)
- // {
- // //Cast
- // DoCastVictim(SPELL_ILLUSION);
- //
- // //3 Illusion will be summoned
- // if (Illusioncounter < 3)
- // {
- // Illusion_Timer = 500;
- // ++Illusioncounter;
- // }
- // else {
- // //15 seconds until we should cast this again
- // Illusion_Timer = 15000;
- // Illusioncounter = 0;
- // }
- //
- // } else Illusion_Timer -= diff;
+ }
DoMeleeAttackIfReady();
}
+
+ private:
+ EventMap events;
+ SummonList Summons;
};
-};
-
-// Illusion of Jandice Barov Script
-
-class npc_illusionofjandicebarov : public CreatureScript
-{
-public:
- npc_illusionofjandicebarov() : CreatureScript("npc_illusionofjandicebarov") { }
-
CreatureAI* GetAI(Creature* creature) const override
{
- return new npc_illusionofjandicebarovAI(creature);
+ return new boss_jandicebarovAI(creature);
}
-
- struct npc_illusionofjandicebarovAI : public ScriptedAI
- {
- npc_illusionofjandicebarovAI(Creature* creature) : ScriptedAI(creature)
- {
- Initialize();
- }
-
- void Initialize()
- {
- Cleave_Timer = urand(2000, 8000);
- }
-
- uint32 Cleave_Timer;
-
- void Reset() override
- {
- Initialize();
- me->ApplySpellImmune(0, IMMUNITY_DAMAGE, SPELL_SCHOOL_MASK_MAGIC, true);
- }
-
- void EnterCombat(Unit* /*who*/) override
- {
- }
-
- void UpdateAI(uint32 diff) override
- {
- //Return since we have no target
- if (!UpdateVictim())
- return;
-
- //Cleave_Timer
- if (Cleave_Timer <= diff)
- {
- //Cast
- DoCastVictim(SPELL_CLEAVE);
-
- //5-8 seconds
- Cleave_Timer = urand(5000, 8000);
- } else Cleave_Timer -= diff;
-
- DoMeleeAttackIfReady();
- }
- };
-
};
void AddSC_boss_jandicebarov()
{
new boss_jandice_barov();
- new npc_illusionofjandicebarov();
}