Core/DB: Convert 25 more scripts to creature text

This commit is contained in:
Gacko
2012-11-26 15:32:30 +01:00
parent 1ff6b10fb7
commit 7accb42cc4
26 changed files with 659 additions and 362 deletions

View File

@@ -45,17 +45,18 @@ 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,
//These texts must be added to the creature texts of the npc for which the script is assigned.
SAY_AGGRO = 0, // "Let the games begin."
SAY_RANDOM = 1, // "I see endless suffering. I see torment. I see rage. I see everything.",
// "Muahahahaha",
// "These mortal infedels my lord, they have invaded your sanctum and seek to steal your secrets.",
// "You are already dead.",
// "Where to go? What to do? So many choices that all end in pain, end in death."
SAY_BERSERK = 2, // "$N, I sentance you to death!"
SAY_PHASE = 3, // "The suffering has just begun!"
SAY_DANCE = 4, // "I always thought I was a good dancer."
SAY_SALUTE = 5, // "Move out Soldier!"
SAY_EVADE = 6 // "Help $N! I'm under attack!"
};
enum Spells
@@ -127,7 +128,7 @@ class example_creature : public CreatureScript
void EnterCombat(Unit* who)
{
//Say some stuff
DoScriptText(SAY_AGGRO, me, who);
Talk(SAY_AGGRO, who->GetGUID());
}
// *** HANDLED FUNCTION ***
@@ -142,7 +143,7 @@ class example_creature : public CreatureScript
// Called when going out of combat. Reset is called just after.
void EnterEvadeMode()
{
DoScriptText(SAY_EVADE, me);
Talk(SAY_EVADE);
}
// *** HANDLED FUNCTION ***
@@ -154,10 +155,10 @@ class example_creature : public CreatureScript
switch (uiTextEmote)
{
case TEXT_EMOTE_DANCE:
DoScriptText(SAY_DANCE, me);
Talk(SAY_DANCE);
break;
case TEXT_EMOTE_SALUTE:
DoScriptText(SAY_SALUTE, me);
Talk(SAY_SALUTE);
break;
}
}
@@ -173,7 +174,7 @@ class example_creature : public CreatureScript
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);
Talk(SAY_RANDOM);
m_uiSayTimer = 45000; //Say something agian in 45 seconds
}
@@ -235,7 +236,7 @@ class example_creature : public CreatureScript
if (m_uiBeserkTimer <= uiDiff)
{
//Say our line then cast uber death spell
DoScriptText(SAY_BERSERK, me, me->getVictim());
Talk(SAY_BERSERK, me->getVictim() ? me->getVictim()->GetGUID() : 0);
DoCast(me->getVictim(), SPELL_BERSERK);
//Cast our beserk spell agian in 12 seconds if we didn't kill everyone
@@ -250,7 +251,7 @@ class example_creature : public CreatureScript
{
//Go to next phase
++m_uiPhase;
DoScriptText(SAY_PHASE, me);
Talk(SAY_PHASE);
DoCast(me, SPELL_FRENZY);
}
else