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Core/DB: Convert 25 more scripts to creature text
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@@ -45,17 +45,18 @@ enum Yells
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//List of text id's. The text is stored in database, also in a localized version
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//(if translation not exist for the textId, default english text will be used)
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//Not required to define in this way, but simplify if changes are needed.
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SAY_AGGRO = -1999900,
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SAY_RANDOM_0 = -1999901,
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SAY_RANDOM_1 = -1999902,
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SAY_RANDOM_2 = -1999903,
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SAY_RANDOM_3 = -1999904,
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SAY_RANDOM_4 = -1999905,
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SAY_BERSERK = -1999906,
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SAY_PHASE = -1999907,
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SAY_DANCE = -1999908,
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SAY_SALUTE = -1999909,
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SAY_EVADE = -1999910,
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//These texts must be added to the creature texts of the npc for which the script is assigned.
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SAY_AGGRO = 0, // "Let the games begin."
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SAY_RANDOM = 1, // "I see endless suffering. I see torment. I see rage. I see everything.",
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// "Muahahahaha",
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// "These mortal infedels my lord, they have invaded your sanctum and seek to steal your secrets.",
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// "You are already dead.",
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// "Where to go? What to do? So many choices that all end in pain, end in death."
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SAY_BERSERK = 2, // "$N, I sentance you to death!"
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SAY_PHASE = 3, // "The suffering has just begun!"
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SAY_DANCE = 4, // "I always thought I was a good dancer."
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SAY_SALUTE = 5, // "Move out Soldier!"
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SAY_EVADE = 6 // "Help $N! I'm under attack!"
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};
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enum Spells
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@@ -127,7 +128,7 @@ class example_creature : public CreatureScript
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void EnterCombat(Unit* who)
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{
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//Say some stuff
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DoScriptText(SAY_AGGRO, me, who);
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Talk(SAY_AGGRO, who->GetGUID());
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}
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// *** HANDLED FUNCTION ***
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@@ -142,7 +143,7 @@ class example_creature : public CreatureScript
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// Called when going out of combat. Reset is called just after.
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void EnterEvadeMode()
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{
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DoScriptText(SAY_EVADE, me);
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Talk(SAY_EVADE);
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}
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// *** HANDLED FUNCTION ***
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@@ -154,10 +155,10 @@ class example_creature : public CreatureScript
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switch (uiTextEmote)
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{
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case TEXT_EMOTE_DANCE:
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DoScriptText(SAY_DANCE, me);
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Talk(SAY_DANCE);
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break;
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case TEXT_EMOTE_SALUTE:
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DoScriptText(SAY_SALUTE, me);
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Talk(SAY_SALUTE);
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break;
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}
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}
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@@ -173,7 +174,7 @@ class example_creature : public CreatureScript
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if (m_uiSayTimer <= uiDiff)
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{
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//Random switch between 5 outcomes
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DoScriptText(RAND(SAY_RANDOM_0, SAY_RANDOM_1, SAY_RANDOM_2, SAY_RANDOM_3, SAY_RANDOM_4), me);
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Talk(SAY_RANDOM);
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m_uiSayTimer = 45000; //Say something agian in 45 seconds
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}
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@@ -235,7 +236,7 @@ class example_creature : public CreatureScript
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if (m_uiBeserkTimer <= uiDiff)
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{
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//Say our line then cast uber death spell
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DoScriptText(SAY_BERSERK, me, me->getVictim());
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Talk(SAY_BERSERK, me->getVictim() ? me->getVictim()->GetGUID() : 0);
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DoCast(me->getVictim(), SPELL_BERSERK);
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//Cast our beserk spell agian in 12 seconds if we didn't kill everyone
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@@ -250,7 +251,7 @@ class example_creature : public CreatureScript
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{
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//Go to next phase
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++m_uiPhase;
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DoScriptText(SAY_PHASE, me);
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Talk(SAY_PHASE);
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DoCast(me, SPELL_FRENZY);
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}
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else
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