mirror of
https://github.com/araxiaonline/TrinityCore.git
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276 lines
10 KiB
C++
276 lines
10 KiB
C++
/*
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* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2006-2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* ScriptData
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SDName: Custom_Example
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SD%Complete: 100
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SDComment: Short custom scripting example
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SDCategory: Script Examples
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EndScriptData */
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#include "precompiled.h"
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// **** This script is designed as an example for others to build on ****
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// **** Please modify whatever you'd like to as this script is only for developement ****
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// **** Script Info ****
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// This script is written in a way that it can be used for both friendly and hostile monsters
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// Its primary purpose is to show just how much you can really do with scripts
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// I recommend trying it out on both an agressive NPC and on friendly npc
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// **** Quick Info ****
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// Functions with Handled Function marked above them are functions that are called automatically by the core
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// Functions that are marked Custom Function are functions I've created to simplify code
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#define SPELL_BUFF 25661
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#define SPELL_ONE 12555
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#define SPELL_ONE_ALT 24099
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#define SPELL_TWO 10017
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#define SPELL_THREE 26027
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#define SPELL_ENRAGE 23537
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#define SPELL_BESERK 32309
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#define SAY_AGGRO "Let the games begin."
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#define SAY_RANDOM_0 "I see endless suffering. I see torment. I see rage. I see everything."
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#define SAY_RANDOM_1 "Muahahahaha"
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#define SAY_RANDOM_2 "These mortal infedels my lord, they have invaded your sanctum and seek to steal your secrets."
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#define SAY_RANDOM_3 "You are already dead."
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#define SAY_RANDOM_4 "Where to go? What to do? So many choices that all end in pain, end in death."
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#define SAY_BESERK "$N, I sentance you to death!"
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#define SAY_PHASE "The suffering has just begun!"
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#define GOSSIP_ITEM "I'm looking for a fight"
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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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//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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if (emote == TEXTEMOTE_DANCE)
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((custom_exampleAI*)_Creature->AI())->DoSay(SAY_DANCE,LANG_UNIVERSAL,NULL);
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if (emote == TEXTEMOTE_SALUTE)
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((custom_exampleAI*)_Creature->AI())->DoSay(SAY_SALUTE,LANG_UNIVERSAL,NULL);
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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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SendDefaultMenu(pPlayer, pCreature, uiAction);
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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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pPlayer->PlayerTalkClass->SendGossipMenu(907, pCreature->GetGUID());
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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) const
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{
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return new custom_exampleAI (pCreature);
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}
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struct 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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};
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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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//For example if you want this Script to handle Emotes you must include
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//newscript->ReciveEmote = My_Emote_Function;
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void AddSC_custom_example()
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{
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new custom_example();
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}
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