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https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-15 04:32:35 -04:00
* Converted example scripts to the new format.
--HG-- branch : trunk
This commit is contained in:
@@ -77,218 +77,217 @@ enum eEnums
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//List of gossip item texts. Items will appear in the gossip window.
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#define GOSSIP_ITEM "I'm looking for a fight"
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struct example_creatureAI : public ScriptedAI
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class example_creature : public CreatureScript
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{
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//*** HANDLED FUNCTION ***
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//This is the constructor, called only once when the Creature is first created
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example_creatureAI(Creature *c) : ScriptedAI(c) {}
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public:
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//*** CUSTOM VARIABLES ****
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//These variables are for use only by this individual script.
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//Nothing else will ever call them but us.
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uint32 m_uiSayTimer; // Timer for random chat
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uint32 m_uiRebuffTimer; // Timer for rebuffing
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uint32 m_uiSpell1Timer; // Timer for spell 1 when in combat
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uint32 m_uiSpell2Timer; // Timer for spell 1 when in combat
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uint32 m_uiSpell3Timer; // Timer for spell 1 when in combat
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uint32 m_uiBeserkTimer; // Timer until we go into Beserk (enraged) mode
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uint32 m_uiPhase; // The current battle phase we are in
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uint32 m_uiPhaseTimer; // Timer until phase transition
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//*** HANDLED FUNCTION ***
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//This is called after spawn and whenever the core decides we need to evade
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void Reset()
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{
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m_uiPhase = 1; // Start in phase 1
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m_uiPhaseTimer = 60000; // 60 seconds
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m_uiSpell1Timer = 5000; // 5 seconds
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m_uiSpell2Timer = urand(10000,20000); // between 10 and 20 seconds
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m_uiSpell3Timer = 19000; // 19 seconds
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m_uiBeserkTimer = 120000; // 2 minutes
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me->RestoreFaction();
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}
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//*** HANDLED FUNCTION ***
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// Enter Combat called once per combat
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void EnterCombat(Unit* pWho)
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{
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//Say some stuff
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DoScriptText(SAY_AGGRO, me, pWho);
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}
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//*** HANDLED FUNCTION ***
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// Attack Start is called when victim change (including at start of combat)
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// By default, attack pWho and start movement toward the victim.
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//void AttackStart(Unit* pWho)
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//{
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// ScriptedAI::AttackStart(pWho);
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//}
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//*** HANDLED FUNCTION ***
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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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}
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//*** HANDLED FUNCTION ***
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//Our Receive emote function
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void ReceiveEmote(Player* /*pPlayer*/, uint32 uiTextEmote)
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{
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me->HandleEmoteCommand(uiTextEmote);
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switch(uiTextEmote)
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example_creature()
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: CreatureScript("example_creature")
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{
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case TEXTEMOTE_DANCE:
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DoScriptText(SAY_DANCE, me);
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break;
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case TEXTEMOTE_SALUTE:
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DoScriptText(SAY_SALUTE, me);
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break;
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}
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}
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//*** HANDLED FUNCTION ***
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//Update AI is called Every single map update (roughly once every 50ms if a player is within the grid)
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void UpdateAI(const uint32 uiDiff)
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{
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//Out of combat timers
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if (!me->getVictim())
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struct example_creatureAI : public ScriptedAI
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{
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//Random Say timer
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if (m_uiSayTimer <= uiDiff)
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//*** HANDLED FUNCTION ***
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//This is the constructor, called only once when the Creature is first created
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example_creatureAI(Creature *c) : ScriptedAI(c) {}
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//*** CUSTOM VARIABLES ****
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//These variables are for use only by this individual script.
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//Nothing else will ever call them but us.
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uint32 m_uiSayTimer; // Timer for random chat
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uint32 m_uiRebuffTimer; // Timer for rebuffing
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uint32 m_uiSpell1Timer; // Timer for spell 1 when in combat
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uint32 m_uiSpell2Timer; // Timer for spell 1 when in combat
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uint32 m_uiSpell3Timer; // Timer for spell 1 when in combat
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uint32 m_uiBeserkTimer; // Timer until we go into Beserk (enraged) mode
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uint32 m_uiPhase; // The current battle phase we are in
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uint32 m_uiPhaseTimer; // Timer until phase transition
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//*** HANDLED FUNCTION ***
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//This is called after spawn and whenever the core decides we need to evade
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void Reset()
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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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m_uiPhase = 1; // Start in phase 1
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m_uiPhaseTimer = 60000; // 60 seconds
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m_uiSpell1Timer = 5000; // 5 seconds
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m_uiSpell2Timer = urand(10000,20000); // between 10 and 20 seconds
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m_uiSpell3Timer = 19000; // 19 seconds
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m_uiBeserkTimer = 120000; // 2 minutes
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m_uiSayTimer = 45000; //Say something agian in 45 seconds
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me->RestoreFaction();
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}
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else
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m_uiSayTimer -= uiDiff;
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//Rebuff timer
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if (m_uiRebuffTimer <= uiDiff)
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//*** HANDLED FUNCTION ***
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// Enter Combat called once per combat
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void EnterCombat(Unit* pWho)
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{
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DoCast(me, SPELL_BUFF);
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m_uiRebuffTimer = 900000; //Rebuff agian in 15 minutes
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//Say some stuff
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DoScriptText(SAY_AGGRO, me, pWho);
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}
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else
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m_uiRebuffTimer -= uiDiff;
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}
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//Return since we have no target
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if (!UpdateVictim())
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return;
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//*** HANDLED FUNCTION ***
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// Attack Start is called when victim change (including at start of combat)
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// By default, attack pWho and start movement toward the victim.
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//void AttackStart(Unit* pWho)
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//{
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// ScriptedAI::AttackStart(pWho);
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//}
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//Spell 1 timer
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if (m_uiSpell1Timer <= uiDiff)
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{
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//Cast spell one on our current target.
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if (rand()%50 > 10)
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DoCast(me->getVictim(), SPELL_ONE_ALT);
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else if (me->IsWithinDist(me->getVictim(), 25.0f))
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DoCast(me->getVictim(), SPELL_ONE);
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m_uiSpell1Timer = 5000;
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}
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else
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m_uiSpell1Timer -= uiDiff;
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//Spell 2 timer
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if (m_uiSpell2Timer <= uiDiff)
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{
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//Cast spell two on our current target.
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DoCast(me->getVictim(), SPELL_TWO);
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m_uiSpell2Timer = 37000;
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}
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else
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m_uiSpell2Timer -= uiDiff;
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//Beserk timer
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if (m_uiPhase > 1)
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{
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//Spell 3 timer
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if (m_uiSpell3Timer <= uiDiff)
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//*** HANDLED FUNCTION ***
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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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//Cast spell one on our current target.
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DoCast(me->getVictim(), SPELL_THREE);
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m_uiSpell3Timer = 19000;
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DoScriptText(SAY_EVADE, me);
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}
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else
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m_uiSpell3Timer -= uiDiff;
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if (m_uiBeserkTimer <= uiDiff)
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//*** HANDLED FUNCTION ***
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//Our Receive emote function
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void ReceiveEmote(Player* /*pPlayer*/, uint32 uiTextEmote)
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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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DoCast(me->getVictim(), SPELL_BERSERK);
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me->HandleEmoteCommand(uiTextEmote);
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//Cast our beserk spell agian in 12 seconds if we didn't kill everyone
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m_uiBeserkTimer = 12000;
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switch(uiTextEmote)
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{
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case TEXTEMOTE_DANCE:
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DoScriptText(SAY_DANCE, me);
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break;
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case TEXTEMOTE_SALUTE:
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DoScriptText(SAY_SALUTE, me);
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break;
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}
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}
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//*** HANDLED FUNCTION ***
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//Update AI is called Every single map update (roughly once every 50ms if a player is within the grid)
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void UpdateAI(const uint32 uiDiff)
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{
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//Out of combat timers
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if (!me->getVictim())
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{
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//Random Say timer
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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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m_uiSayTimer = 45000; //Say something agian in 45 seconds
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}
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else
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m_uiSayTimer -= uiDiff;
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//Rebuff timer
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if (m_uiRebuffTimer <= uiDiff)
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{
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DoCast(me, SPELL_BUFF);
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m_uiRebuffTimer = 900000; //Rebuff agian in 15 minutes
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}
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else
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m_uiRebuffTimer -= uiDiff;
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}
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//Return since we have no target
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if (!UpdateVictim())
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return;
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//Spell 1 timer
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if (m_uiSpell1Timer <= uiDiff)
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{
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//Cast spell one on our current target.
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if (rand()%50 > 10)
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DoCast(me->getVictim(), SPELL_ONE_ALT);
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else if (me->IsWithinDist(me->getVictim(), 25.0f))
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DoCast(me->getVictim(), SPELL_ONE);
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m_uiSpell1Timer = 5000;
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}
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else
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m_uiSpell1Timer -= uiDiff;
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//Spell 2 timer
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if (m_uiSpell2Timer <= uiDiff)
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{
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//Cast spell two on our current target.
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DoCast(me->getVictim(), SPELL_TWO);
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m_uiSpell2Timer = 37000;
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}
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else
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m_uiSpell2Timer -= uiDiff;
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//Beserk timer
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if (m_uiPhase > 1)
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{
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//Spell 3 timer
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if (m_uiSpell3Timer <= uiDiff)
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{
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//Cast spell one on our current target.
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DoCast(me->getVictim(), SPELL_THREE);
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m_uiSpell3Timer = 19000;
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}
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else
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m_uiSpell3Timer -= uiDiff;
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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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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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m_uiBeserkTimer = 12000;
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}
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else
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m_uiBeserkTimer -= uiDiff;
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}
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else if (m_uiPhase == 1) //Phase timer
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{
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if (m_uiPhaseTimer <= uiDiff)
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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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DoCast(me, SPELL_FRENZY);
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}
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else
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m_uiPhaseTimer -= uiDiff;
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}
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DoMeleeAttackIfReady();
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}
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else
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m_uiBeserkTimer -= uiDiff;
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}
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else if (m_uiPhase == 1) //Phase timer
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};
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CreatureAI* OnGetAI(Creature* creature) const
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{
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if (m_uiPhaseTimer <= uiDiff)
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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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DoCast(me, SPELL_FRENZY);
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}
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else
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m_uiPhaseTimer -= uiDiff;
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return new example_creatureAI(creature);
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}
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DoMeleeAttackIfReady();
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}
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bool OnGossipHello(Player* player, Creature* creature)
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{
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player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
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player->SEND_GOSSIP_MENU(907, creature->GetGUID());
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return true;
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}
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bool OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action)
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{
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if (action == GOSSIP_ACTION_INFO_DEF+1)
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{
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player->CLOSE_GOSSIP_MENU();
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//Set our faction to hostile towards all
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creature->setFaction(FACTION_WORGEN);
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creature->AI()->AttackStart(player);
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}
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return true;
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}
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};
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//This is the GetAI method used by all scripts that involve AI
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//It is called every time a new Creature using this script is created
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CreatureAI* GetAI_example_creature(Creature* pCreature)
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{
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return new example_creatureAI (pCreature);
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}
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//This function is called when the player clicks an option on the gossip menu
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bool GossipSelect_example_creature(Player* pPlayer, Creature* pCreature, uint32 /*uiSender*/, uint32 uiAction)
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{
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if (uiAction == GOSSIP_ACTION_INFO_DEF+1)
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{
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pPlayer->CLOSE_GOSSIP_MENU();
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//Set our faction to hostile towards all
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pCreature->setFaction(FACTION_WORGEN);
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pCreature->AI()->AttackStart(pPlayer);
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}
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return true;
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}
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//This function is called when the player opens the gossip menu
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bool GossipHello_example_creature(Player* pPlayer, Creature* pCreature)
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{
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
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pPlayer->SEND_GOSSIP_MENU(907, pCreature->GetGUID());
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return true;
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}
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//This is the actual function called only once durring InitScripts()
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//It must define all handled functions that are to be run in this script
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void AddSC_example_creature()
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{
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Script* newscript;
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newscript = new Script;
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newscript->Name = "example_creature";
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newscript->GetAI = &GetAI_example_creature;
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newscript->pGossipHello = &GossipHello_example_creature;
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newscript->pGossipSelect = &GossipSelect_example_creature;
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newscript->RegisterSelf();
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new example_creature();
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}
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