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@@ -296,15 +296,15 @@ public:
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if (FireballTimer <= diff)
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{
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DoCast(me->getVictim(), SPELL_FIREBALL_NORMAL);
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FireballTimer = urand(2000,6000);
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FireballTimer = urand(2000, 6000);
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} else FireballTimer -= diff;
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if (PhoenixTimer <= diff)
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{
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Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM,1);
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Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 1);
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uint8 random = urand(1,2);
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uint8 random = urand(1, 2);
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float x = KaelLocations[random][0];
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float y = KaelLocations[random][1];
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@@ -330,7 +330,7 @@ public:
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DoCast(pTarget, SPELL_FLAMESTRIKE3, true);
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DoScriptText(SAY_FLAMESTRIKE, me);
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}
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FlameStrikeTimer = urand(15000,25000);
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FlameStrikeTimer = urand(15000, 25000);
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} else FlameStrikeTimer -= diff;
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// Below 50%
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@@ -396,7 +396,7 @@ public:
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for (uint8 i = 0; i < 3; ++i)
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{
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Unit *pTarget = NULL;
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pTarget = SelectTarget(SELECT_TARGET_RANDOM,0);
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pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
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Creature* Orb = DoSpawnCreature(CREATURE_ARCANE_SPHERE, 5, 5, 0, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 30000);
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if (Orb && pTarget)
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@@ -535,7 +535,7 @@ public:
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me->ModifyAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, false);
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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me->ClearAllReactives();
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me->SetUInt64Value(UNIT_FIELD_TARGET,0);
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me->SetUInt64Value(UNIT_FIELD_TARGET, 0);
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me->GetMotionMaster()->Clear();
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me->GetMotionMaster()->MoveIdle();
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me->SetStandState(UNIT_STAND_STATE_DEAD);
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@@ -580,7 +580,7 @@ public:
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if (BurnTimer <= diff)
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{
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//spell Burn should possible do this, but it doesn't, so do this for now.
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uint16 dmg = urand(1650,2050);
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uint16 dmg = urand(1650, 2050);
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me->DealDamage(me, dmg, 0, DOT, SPELL_SCHOOL_MASK_FIRE, NULL, false);
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BurnTimer += 2000;
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} BurnTimer -= diff;
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@@ -648,7 +648,7 @@ public:
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void Reset()
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{
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DespawnTimer = 30000;
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ChangeTargetTimer = urand(6000,12000);
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ChangeTargetTimer = urand(6000, 12000);
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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me->AddUnitMovementFlag(MOVEMENTFLAG_LEVITATING);
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@@ -678,7 +678,7 @@ public:
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AttackStart(pTarget);
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}
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ChangeTargetTimer = urand(5000,15000);
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ChangeTargetTimer = urand(5000, 15000);
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} else ChangeTargetTimer -= diff;
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}
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};
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@@ -274,7 +274,7 @@ public:
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{
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Unit *pTarget = me;
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if (urand(0,1))
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if (urand(0, 1))
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if (Unit* pAdd = Unit::GetUnit(*me, m_auiLackeyGUID[rand()%MAX_ACTIVE_LACKEY]))
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if (pAdd->isAlive())
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pTarget = pAdd;
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@@ -287,7 +287,7 @@ public:
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{
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Unit *pTarget = me;
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if (urand(0,1))
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if (urand(0, 1))
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if (Unit* pAdd = Unit::GetUnit(*me, m_auiLackeyGUID[rand()%MAX_ACTIVE_LACKEY]))
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if (pAdd->isAlive() && !pAdd->HasAura(SPELL_SHIELD))
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pTarget = pAdd;
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@@ -300,11 +300,11 @@ public:
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{
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Unit *pTarget = NULL;
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if (urand(0,1))
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if (urand(0, 1))
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pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true);
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else
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{
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if (urand(0,1))
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if (urand(0, 1))
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pTarget = me;
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else
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if (Unit* pAdd = Unit::GetUnit(*me, m_auiLackeyGUID[rand()%MAX_ACTIVE_LACKEY]))
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@@ -362,7 +362,7 @@ struct boss_priestess_lackey_commonAI : public ScriptedAI
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// For later development, some alternative threat system should be made
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// We do not know what this system is based upon, but one theory is class (healers=high threat, dps=medium, etc)
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// We reset their threat frequently as an alternative until such a system exist
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ResetThreatTimer = urand(5000,20000);
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ResetThreatTimer = urand(5000, 20000);
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// in case she is not alive and Reset was for some reason called, respawn her (most likely party wipe after killing her)
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if (Creature* pDelrissa = Unit::GetCreature(*me, pInstance ? pInstance->GetData64(DATA_DELRISSA) : 0))
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@@ -1025,7 +1025,7 @@ public:
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Wing_Clip_Timer = 4000;
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Freezing_Trap_Timer = 15000;
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Unit* pPet = Unit::GetUnit(*me,m_uiPetGUID);
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Unit* pPet = Unit::GetUnit(*me, m_uiPetGUID);
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if (!pPet)
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me->SummonCreature(NPC_SLIVER, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_CORPSE_DESPAWN, 0);
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@@ -1155,7 +1155,7 @@ public:
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if (Totem_Timer <= diff)
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{
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DoCast(me, RAND(SPELL_WINDFURY_TOTEM,SPELL_FIRE_NOVA_TOTEM,SPELL_EARTHBIND_TOTEM));
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DoCast(me, RAND(SPELL_WINDFURY_TOTEM, SPELL_FIRE_NOVA_TOTEM, SPELL_EARTHBIND_TOTEM));
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++Totem_Amount;
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Totem_Timer = Totem_Amount*2000;
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} else Totem_Timer -= diff;
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@@ -203,7 +203,7 @@ public:
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void KilledUnit(Unit* /*victim*/)
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{
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DoScriptText(RAND(SAY_KILL_1,SAY_KILL_2), me);
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DoScriptText(RAND(SAY_KILL_1, SAY_KILL_2), me);
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}
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void MovementInform(uint32 type, uint32 id)
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@@ -118,10 +118,10 @@ public:
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void JustSummoned(Creature *summoned)
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{
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if (Unit *temp = SelectTarget(SELECT_TARGET_RANDOM, 0))
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summoned->GetMotionMaster()->MoveFollow(temp,0,0);
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summoned->GetMotionMaster()->MoveFollow(temp, 0, 0);
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//spells are SUMMON_TYPE_GUARDIAN, so using setOwner should be ok
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summoned->CastSpell(summoned,SPELL_ENERGY_BOLT,false,0,0,me->GetGUID());
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summoned->CastSpell(summoned, SPELL_ENERGY_BOLT, false, 0, 0, me->GetGUID());
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}
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void UpdateAI(const uint32 diff)
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