mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-16 21:20:01 -04:00
* Fix remaining errors in scripts project
* Remove now obsolete ScriptedInstance.h file --HG-- branch : trunk
This commit is contained in:
@@ -58,165 +58,13 @@ EndScriptData */
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#define SAY_DANCE "I always thought I was a good dancer"
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#define SAY_SALUTE "Move out Soldier!"
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struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
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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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custom_exampleAI(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 Say_Timer; //Timer for random chat
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uint32 Rebuff_Timer; //Timer for rebuffing
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uint32 Spell_1_Timer; //Timer for spell 1 when in combat
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uint32 Spell_2_Timer; //Timer for spell 1 when in combat
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uint32 Spell_3_Timer; //Timer for spell 1 when in combat
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uint32 Beserk_Timer; //Timer until we go into Beserk (enraged) mode
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uint32 Phase; //The current battle phase we are in
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uint32 Phase_Timer; //Timer until phase transition
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//*** HANDLED FUNCTION ***
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//This is called whenever the core decides we need to evade
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void Reset()
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{
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Phase = 1; //Start in phase 1
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Phase_Timer = 60000; //60 seconds
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Spell_1_Timer = 5000; //5 seconds
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Spell_2_Timer = 37000; //37 seconds
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Spell_3_Timer = 19000; //19 seconds
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Beserk_Timer = 120000; //2 minutes
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}
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//*** HANDLED FUNCTION ***
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//Attack Start is called whenever someone hits us.
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void EnterCombat(Unit *who)
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{
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//Say some stuff
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DoSay(SAY_AGGRO,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,8280);
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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 100ms if a player is within the grid)
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void UpdateAI(const uint32 diff)
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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 (Say_Timer < diff)
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{
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//Random switch between 5 outcomes
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switch (rand()%5)
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{
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case 0:
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DoYell(SAY_RANDOM_0,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,8831); //8831 is the index of the sound we are playing. You find these numbers in SoundEntries.dbc
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break;
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case 1:
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DoYell(SAY_RANDOM_1,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,8818);
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break;
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case 2:
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DoYell(SAY_RANDOM_2,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,8041);
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break;
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case 3:
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DoYell(SAY_RANDOM_3,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,8581);
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break;
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case 4:
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DoYell(SAY_RANDOM_4,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,8791);
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break;
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}
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Say_Timer = 45000; //Say something agian in 45 seconds
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}else Say_Timer -= diff;
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//Rebuff timer
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if (Rebuff_Timer < diff)
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{
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DoCast(me,SPELL_BUFF);
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Rebuff_Timer = 900000; //Rebuff agian in 15 minutes
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}else Rebuff_Timer -= diff;
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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 (Spell_1_Timer < diff)
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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))
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DoCast(me->getVictim(),SPELL_ONE);
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Spell_1_Timer = 5000;
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}else Spell_1_Timer -= diff;
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//Spell 2 timer
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if (Spell_2_Timer < diff)
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{
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//Cast spell one on our current target.
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DoCast(me->getVictim(),SPELL_TWO);
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Spell_2_Timer = 37000;
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}else Spell_2_Timer -= diff;
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//Spell 3 timer
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if (Phase > 1)
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if (Spell_3_Timer < diff)
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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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Spell_3_Timer = 19000;
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}else Spell_3_Timer -= diff;
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//Beserk timer
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if (Phase > 1)
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if (Beserk_Timer < diff)
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{
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//Say our line then cast uber death spell
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DoPlaySoundToSet(me,8588);
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DoYell(SAY_BESERK,LANG_UNIVERSAL,me->getVictim());
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DoCast(me->getVictim(),SPELL_BESERK);
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//Cast our beserk spell agian in 12 seconds if we didn't kill everyone
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Beserk_Timer = 12000;
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}else Beserk_Timer -= diff;
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//Phase timer
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if (Phase == 1)
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if (Phase_Timer < diff)
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{
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//Go to next phase
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Phase++;
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DoYell(SAY_PHASE,LANG_UNIVERSAL,NULL);
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DoCast(me,SPELL_ENRAGE);
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}else Phase_Timer -= diff;
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DoMeleeAttackIfReady();
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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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class custom_example : public CreatureScript
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{
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public:
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custom_example() : CreatureScript("custom_example") { }
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bool OnReceiveEmote(Player* pPlayer, Creature* pCreature, uint32 emote)
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{
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pCreature->HandleEmoteCommand(emote);
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@@ -229,7 +77,7 @@ public:
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return true;
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}
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bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
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{
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if (uiSender == GOSSIP_SENDER_MAIN)
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@@ -237,7 +85,7 @@ public:
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return true;
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}
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bool OnGossipHello(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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@@ -245,30 +93,176 @@ public:
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return true;
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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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void SendDefaultMenu(Player* pPlayer, Creature* pCreature, uint32 uiAction)
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{
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if (uiAction == GOSSIP_ACTION_INFO_DEF + 1) //Fight time
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{
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//Set our faction to hostile twoards all
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pCreature->setFaction(24);
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pCreature->Attack(pPlayer, true);
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pPlayer->PlayerTalkClass->CloseGossip();
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}
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}
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CreatureAI* GetAI(Creature* pCreature)
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{
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return new custom_exampleAI (pCreature);
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}
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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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void SendDefaultMenu_custom_example(Player* pPlayer, Creature* pCreature, uint32 uiAction)
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{
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struct custom_exampleAI : public ScriptedAI
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{
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//Set our faction to hostile twoards all
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pCreature->setFaction(24);
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pCreature->Attack(pPlayer, true);
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pPlayer->PlayerTalkClass->CloseGossip();
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}
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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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custom_exampleAI(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 Say_Timer; //Timer for random chat
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uint32 Rebuff_Timer; //Timer for rebuffing
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uint32 Spell_1_Timer; //Timer for spell 1 when in combat
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uint32 Spell_2_Timer; //Timer for spell 1 when in combat
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uint32 Spell_3_Timer; //Timer for spell 1 when in combat
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uint32 Beserk_Timer; //Timer until we go into Beserk (enraged) mode
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uint32 Phase; //The current battle phase we are in
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uint32 Phase_Timer; //Timer until phase transition
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//*** HANDLED FUNCTION ***
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//This is called whenever the core decides we need to evade
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void Reset()
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{
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Phase = 1; //Start in phase 1
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Phase_Timer = 60000; //60 seconds
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Spell_1_Timer = 5000; //5 seconds
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Spell_2_Timer = 37000; //37 seconds
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Spell_3_Timer = 19000; //19 seconds
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Beserk_Timer = 120000; //2 minutes
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}
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//*** HANDLED FUNCTION ***
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//Attack Start is called whenever someone hits us.
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void EnterCombat(Unit *who)
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{
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//Say some stuff
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DoSay(SAY_AGGRO,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,8280);
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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 100ms if a player is within the grid)
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void UpdateAI(const uint32 diff)
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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 (Say_Timer < diff)
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{
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//Random switch between 5 outcomes
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switch (rand()%5)
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{
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case 0:
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DoYell(SAY_RANDOM_0,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,8831); //8831 is the index of the sound we are playing. You find these numbers in SoundEntries.dbc
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break;
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case 1:
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DoYell(SAY_RANDOM_1,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,8818);
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break;
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case 2:
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DoYell(SAY_RANDOM_2,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,8041);
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break;
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case 3:
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DoYell(SAY_RANDOM_3,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,8581);
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break;
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case 4:
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DoYell(SAY_RANDOM_4,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,8791);
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break;
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}
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Say_Timer = 45000; //Say something agian in 45 seconds
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}else Say_Timer -= diff;
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//Rebuff timer
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if (Rebuff_Timer < diff)
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{
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DoCast(me,SPELL_BUFF);
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Rebuff_Timer = 900000; //Rebuff agian in 15 minutes
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}else Rebuff_Timer -= diff;
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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 (Spell_1_Timer < diff)
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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))
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DoCast(me->getVictim(),SPELL_ONE);
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Spell_1_Timer = 5000;
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}else Spell_1_Timer -= diff;
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//Spell 2 timer
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if (Spell_2_Timer < diff)
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{
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//Cast spell one on our current target.
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DoCast(me->getVictim(),SPELL_TWO);
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Spell_2_Timer = 37000;
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}else Spell_2_Timer -= diff;
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//Spell 3 timer
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if (Phase > 1)
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if (Spell_3_Timer < diff)
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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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Spell_3_Timer = 19000;
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}else Spell_3_Timer -= diff;
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//Beserk timer
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if (Phase > 1)
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if (Beserk_Timer < diff)
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{
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//Say our line then cast uber death spell
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DoPlaySoundToSet(me,8588);
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DoYell(SAY_BESERK,LANG_UNIVERSAL,me->getVictim());
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DoCast(me->getVictim(),SPELL_BESERK);
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//Cast our beserk spell agian in 12 seconds if we didn't kill everyone
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Beserk_Timer = 12000;
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}else Beserk_Timer -= diff;
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//Phase timer
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if (Phase == 1)
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if (Phase_Timer < diff)
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{
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//Go to next phase
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Phase++;
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DoYell(SAY_PHASE,LANG_UNIVERSAL,NULL);
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DoCast(me,SPELL_ENRAGE);
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}else Phase_Timer -= diff;
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DoMeleeAttackIfReady();
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}
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};
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};
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//This is the actual function called only once durring InitScripts()
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