/* Copyright (C) 2006 - 2009 ScriptDev2 * 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 Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ /* ScriptData SDName: Example_Creature SD%Complete: 100 SDComment: Short custom scripting example SDCategory: Script Examples EndScriptData */ #include "ScriptedPch.h" // **** This script is designed as an example for others to build on **** // **** Please modify whatever you'd like to as this script is only for developement **** // **** Script Info **** // This script is written in a way that it can be used for both friendly and hostile monsters // Its primary purpose is to show just how much you can really do with scripts // I recommend trying it out on both an agressive NPC and on friendly npc // **** Quick Info **** // Functions with Handled Function marked above them are functions that are called automatically by the core // Functions that are marked Custom Function are functions I've created to simplify code enum eEnums { //List of text id's. The text is stored in database, also in a localized version //(if translation not exist for the textId, default english text will be used) //Not required to define in this way, but simplify if changes are needed. SAY_AGGRO = -1999900, SAY_RANDOM_0 = -1999901, SAY_RANDOM_1 = -1999902, SAY_RANDOM_2 = -1999903, SAY_RANDOM_3 = -1999904, SAY_RANDOM_4 = -1999905, SAY_BESERK = -1999906, SAY_PHASE = -1999907, SAY_DANCE = -1999908, SAY_SALUTE = -1999909, //List of spells. Not required to define them in this way, but will make it easier to maintain in case spellId change SPELL_BUFF = 25661, SPELL_ONE = 12555, SPELL_ONE_ALT = 24099, SPELL_TWO = 10017, SPELL_THREE = 26027, SPELL_ENRAGE = 23537, SPELL_BESERK = 32309, FACTION_WORGEN = 24 }; //List of gossip item texts. Items will appear in the gossip window. #define GOSSIP_ITEM "I'm looking for a fight" struct example_creatureAI : public ScriptedAI { //*** HANDLED FUNCTION *** //This is the constructor, called only once when the Creature is first created example_creatureAI(Creature *c) : ScriptedAI(c) {Reset();} //*** CUSTOM VARIABLES **** //These variables are for use only by this individual script. //Nothing else will ever call them but us. uint32 m_uiSay_Timer; //Timer for random chat uint32 m_uiRebuff_Timer; //Timer for rebuffing uint32 m_uiSpell_1_Timer; //Timer for spell 1 when in combat uint32 m_uiSpell_2_Timer; //Timer for spell 1 when in combat uint32 m_uiSpell_3_Timer; //Timer for spell 1 when in combat uint32 m_uiBeserk_Timer; //Timer until we go into Beserk (enraged) mode uint32 m_uiPhase; //The current battle phase we are in uint32 m_uiPhase_Timer; //Timer until phase transition //*** HANDLED FUNCTION *** //This is called whenever the core decides we need to evade void Reset() { m_uiPhase = 1; //Start in phase 1 m_uiPhase_Timer = 60000; //60 seconds m_uiSpell_1_Timer = 5000; //5 seconds m_uiSpell_2_Timer = 37000; //37 seconds m_uiSpell_3_Timer = 19000; //19 seconds m_uiBeserk_Timer = 120000; //2 minutes } //*** HANDLED FUNCTION *** //Attack Start is called whenever someone hits us. void EnterCombat(Unit* pWho) { //Say some stuff DoScriptText(SAY_AGGRO, m_creature, pWho); } //Our Recive emote function void ReceiveEmote(Player* pPlayer, uint32 uiTextEmote) { m_creature->HandleEmoteCommand(uiTextEmote); switch(uiTextEmote) { case TEXTEMOTE_DANCE: DoScriptText(SAY_DANCE, m_creature); break; case TEXTEMOTE_SALUTE: DoScriptText(SAY_SALUTE, m_creature); break; } } //*** HANDLED FUNCTION *** //Update AI is called Every single map update (roughly once every 100ms if a player is within the grid) void UpdateAI(const uint32 uiDiff) { //Out of combat timers if (!m_creature->getVictim()) { //Random Say timer if (m_uiSay_Timer <= uiDiff) { //Random switch between 5 outcomes DoScriptText(RAND(SAY_RANDOM_0,SAY_RANDOM_1,SAY_RANDOM_2,SAY_RANDOM_3,SAY_RANDOM_4), m_creature); m_uiSay_Timer = 45000; //Say something agian in 45 seconds } else m_uiSay_Timer -= uiDiff; //Rebuff timer if (m_uiRebuff_Timer <= uiDiff) { DoCast(m_creature, SPELL_BUFF); m_uiRebuff_Timer = 900000; //Rebuff agian in 15 minutes } else m_uiRebuff_Timer -= uiDiff; } //Return since we have no target if (!UpdateVictim()) return; //Spell 1 timer if (m_uiSpell_1_Timer <= uiDiff) { //Cast spell one on our current target. if (rand()%50 > 10) DoCast(m_creature->getVictim(), SPELL_ONE_ALT); else if (m_creature->IsWithinDist(m_creature->getVictim(), 25.0f)) DoCast(m_creature->getVictim(), SPELL_ONE); m_uiSpell_1_Timer = 5000; } else m_uiSpell_1_Timer -= uiDiff; //Spell 2 timer if (m_uiSpell_2_Timer <= uiDiff) { //Cast spell one on our current target. DoCast(m_creature->getVictim(), SPELL_TWO); m_uiSpell_2_Timer = 37000; } else m_uiSpell_2_Timer -= uiDiff; //Beserk timer if (m_uiPhase > 1) { //Spell 3 timer if (m_uiSpell_3_Timer <= uiDiff) { //Cast spell one on our current target. DoCast(m_creature->getVictim(), SPELL_THREE); m_uiSpell_3_Timer = 19000; } else m_uiSpell_3_Timer -= uiDiff; if (m_uiBeserk_Timer <= uiDiff) { //Say our line then cast uber death spell DoScriptText(SAY_BESERK, m_creature, m_creature->getVictim()); DoCast(m_creature->getVictim(), SPELL_BESERK); //Cast our beserk spell agian in 12 seconds if we didn't kill everyone m_uiBeserk_Timer = 12000; } else m_uiBeserk_Timer -= uiDiff; } else if (m_uiPhase == 1) //Phase timer { if (m_uiPhase_Timer <= uiDiff) { //Go to next phase ++m_uiPhase; DoScriptText(SAY_PHASE, m_creature); DoCast(m_creature, SPELL_ENRAGE); } else m_uiPhase_Timer -= uiDiff; } DoMeleeAttackIfReady(); } }; //This is the GetAI method used by all scripts that involve AI //It is called every time a new Creature using this script is created CreatureAI* GetAI_example_creature(Creature* pCreature) { return new example_creatureAI (pCreature); } //This function is called when the player clicks an option on the gossip menu bool GossipSelect_example_creature(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction) { if (uiAction == GOSSIP_ACTION_INFO_DEF+1) { pPlayer->CLOSE_GOSSIP_MENU(); //Set our faction to hostile twoards all pCreature->setFaction(FACTION_WORGEN); pCreature->AI()->AttackStart(pPlayer); } return true; } //This function is called when the player opens the gossip menu bool GossipHello_example_creature(Player* pPlayer, Creature* pCreature) { pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1); pPlayer->SEND_GOSSIP_MENU(907, pCreature->GetGUID()); return true; } //This is the actual function called only once durring InitScripts() //It must define all handled functions that are to be run in this script void AddSC_example_creature() { Script* newscript; newscript = new Script; newscript->Name = "example_creature"; newscript->GetAI = &GetAI_example_creature; newscript->pGossipHello = &GossipHello_example_creature; newscript->pGossipSelect = &GossipSelect_example_creature; newscript->RegisterSelf(); }