Scripts/World: Minor timer adjustments to the "shared" abilities for the Emerald Dragons - now even more blizzlike \o/
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@@ -114,8 +114,8 @@ struct emerald_dragonAI : public WorldBossAI
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_NON_ATTACKABLE);
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me->SetReactState(REACT_AGGRESSIVE);
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events.ScheduleEvent(EVENT_TAIL_SWEEP, 4000);
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events.ScheduleEvent(EVENT_NOXIOUS_BREATH, 8000);
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events.ScheduleEvent(EVENT_SEEPING_FOG, urand(10000, 20000));
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events.ScheduleEvent(EVENT_NOXIOUS_BREATH, 7500, 15000);
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events.ScheduleEvent(EVENT_SEEPING_FOG, urand(12500, 20000));
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}
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// Test if the player has been killed before, and if so, put them to sleep
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@@ -138,15 +138,19 @@ struct emerald_dragonAI : public WorldBossAI
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switch (eventId)
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{
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case EVENT_SEEPING_FOG:
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// Seeping Fog appears only as "pairs", and only ONE pair at any given time!
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// Despawntime is 2 minutes, so reschedule it for new cast after 2 minutes + a minor "random time" (30 seconds at max)
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DoCast(me, SPELL_SEEPING_FOG_LEFT, true);
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DoCast(me, SPELL_SEEPING_FOG_RIGHT, true);
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events.ScheduleEvent(EVENT_SEEPING_FOG, urand(60000,120000));
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events.ScheduleEvent(EVENT_SEEPING_FOG, urand(120000,150000);
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break;
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case EVENT_NOXIOUS_BREATH:
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// Noxious Breath is cast on random intervals, no less than 7.5 seconds between
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DoCast(me, SPELL_NOXIOUS_BREATH);
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events.ScheduleEvent(EVENT_NOXIOUS_BREATH, urand(15000, 20000));
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events.ScheduleEvent(EVENT_NOXIOUS_BREATH, 7500, 15000);
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break;
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case EVENT_TAIL_SWEEP:
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// Tail Sweep is cast every two seconds, no matter what goes on in front of the dragon
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DoCast(me, SPELL_TAIL_SWEEP);
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events.ScheduleEvent(EVENT_TAIL_SWEEP, 2000);
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break;
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@@ -173,10 +177,6 @@ struct emerald_dragonAI : public WorldBossAI
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/*
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* --- Dream Fog NPC
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*
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* TODO:
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* - Change to random targets on random intervals(?)
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* - Check if targets are selected based on threatlevel(?)
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*
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*/
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class npc_dream_fog : public CreatureScript
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@@ -212,7 +212,7 @@ class npc_dream_fog : public CreatureScript
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}
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else
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{
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_roamTimer = 5000;
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_roamTimer = 2500;
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me->GetMotionMaster()->MoveRandom(25.0f);
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}
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me->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
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