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/* 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 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 Yells
{
//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_BERSERK = -1999906,
SAY_PHASE = -1999907,
SAY_DANCE = -1999908,
SAY_SALUTE = -1999909,
SAY_EVADE = -1999910,
};
enum Spells
{
// 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_FRENZY = 23537,
SPELL_BERSERK = 32965,
};
enum eEnums
{
// any other constants
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) {}
//*** CUSTOM VARIABLES ****
//These variables are for use only by this individual script.
//Nothing else will ever call them but us.
uint32 m_uiSayTimer; // Timer for random chat
uint32 m_uiRebuffTimer; // Timer for rebuffing
uint32 m_uiSpell1Timer; // Timer for spell 1 when in combat
uint32 m_uiSpell2Timer; // Timer for spell 1 when in combat
uint32 m_uiSpell3Timer; // Timer for spell 1 when in combat
uint32 m_uiBeserkTimer; // Timer until we go into Beserk (enraged) mode
uint32 m_uiPhase; // The current battle phase we are in
uint32 m_uiPhaseTimer; // Timer until phase transition
//*** HANDLED FUNCTION ***
//This is called after spawn and whenever the core decides we need to evade
void Reset()
{
m_uiPhase = 1; // Start in phase 1
m_uiPhaseTimer = 60000; // 60 seconds
m_uiSpell1Timer = 5000; // 5 seconds
m_uiSpell2Timer = urand(10000,20000); // between 10 and 20 seconds
m_uiSpell3Timer = 19000; // 19 seconds
m_uiBeserkTimer = 120000; // 2 minutes
me->RestoreFaction();
}
//*** HANDLED FUNCTION ***
// Enter Combat called once per combat
void EnterCombat(Unit* pWho)
{
//Say some stuff
DoScriptText(SAY_AGGRO, me, pWho);
}
//*** HANDLED FUNCTION ***
// Attack Start is called when victim change (including at start of combat)
// By default, attack pWho and start movement toward the victim.
//void AttackStart(Unit* pWho)
//{
// ScriptedAI::AttackStart(pWho);
//}
//*** HANDLED FUNCTION ***
// Called when going out of combat. Reset is called just after.
void EnterEvadeMode()
{
DoScriptText(SAY_EVADE, me);
}
//*** HANDLED FUNCTION ***
//Our Receive emote function
void ReceiveEmote(Player* /*pPlayer*/, uint32 uiTextEmote)
{
me->HandleEmoteCommand(uiTextEmote);
switch(uiTextEmote)
{
case TEXTEMOTE_DANCE:
DoScriptText(SAY_DANCE, me);
break;
case TEXTEMOTE_SALUTE:
DoScriptText(SAY_SALUTE, me);
break;
}
}
//*** HANDLED FUNCTION ***
//Update AI is called Every single map update (roughly once every 50ms if a player is within the grid)
void UpdateAI(const uint32 uiDiff)
{
//Out of combat timers
if (!me->getVictim())
{
//Random Say timer
if (m_uiSayTimer <= uiDiff)
{
//Random switch between 5 outcomes
DoScriptText(RAND(SAY_RANDOM_0,SAY_RANDOM_1,SAY_RANDOM_2,SAY_RANDOM_3,SAY_RANDOM_4), me);
m_uiSayTimer = 45000; //Say something agian in 45 seconds
}
else
m_uiSayTimer -= uiDiff;
//Rebuff timer
if (m_uiRebuffTimer <= uiDiff)
{
DoCast(me, SPELL_BUFF);
m_uiRebuffTimer = 900000; //Rebuff agian in 15 minutes
}
else
m_uiRebuffTimer -= uiDiff;
}
//Return since we have no target
if (!UpdateVictim())
return;
//Spell 1 timer
if (m_uiSpell1Timer <= uiDiff)
{
//Cast spell one on our current target.
if (rand()%50 > 10)
DoCast(me->getVictim(), SPELL_ONE_ALT);
else if (me->IsWithinDist(me->getVictim(), 25.0f))
DoCast(me->getVictim(), SPELL_ONE);
m_uiSpell1Timer = 5000;
}
else
m_uiSpell1Timer -= uiDiff;
//Spell 2 timer
if (m_uiSpell2Timer <= uiDiff)
{
//Cast spell two on our current target.
DoCast(me->getVictim(), SPELL_TWO);
m_uiSpell2Timer = 37000;
}
else
m_uiSpell2Timer -= uiDiff;
//Beserk timer
if (m_uiPhase > 1)
{
//Spell 3 timer
if (m_uiSpell3Timer <= uiDiff)
{
//Cast spell one on our current target.
DoCast(me->getVictim(), SPELL_THREE);
m_uiSpell3Timer = 19000;
}
else
m_uiSpell3Timer -= uiDiff;
if (m_uiBeserkTimer <= uiDiff)
{
//Say our line then cast uber death spell
DoScriptText(SAY_BERSERK, me, me->getVictim());
DoCast(me->getVictim(), SPELL_BERSERK);
//Cast our beserk spell agian in 12 seconds if we didn't kill everyone
m_uiBeserkTimer = 12000;
}
else
m_uiBeserkTimer -= uiDiff;
}
else if (m_uiPhase == 1) //Phase timer
{
if (m_uiPhaseTimer <= uiDiff)
{
//Go to next phase
++m_uiPhase;
DoScriptText(SAY_PHASE, me);
DoCast(me, SPELL_FRENZY);
}
else
m_uiPhaseTimer -= 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 towards 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();
}
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