R.I.P SimpleAI
- Convert SimpleAI to (DB) SmartAI - Spell ids corrected (and completed some of the scripts) - Random cleanup (code style) in some scripts
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@@ -84,7 +84,6 @@ set(scripts_STAT_SRCS
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EasternKingdoms/MoltenCore/instance_molten_core.cpp
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EasternKingdoms/MoltenCore/boss_sulfuron_harbinger.cpp
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EasternKingdoms/MoltenCore/boss_magmadar.cpp
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EasternKingdoms/MoltenCore/molten_core.cpp
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EasternKingdoms/MoltenCore/boss_shazzrah.cpp
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EasternKingdoms/Stratholme/boss_baroness_anastari.cpp
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EasternKingdoms/Stratholme/boss_nerubenkan.cpp
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@@ -24,7 +24,6 @@ SDCategory: Karazhan
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EndScriptData */
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#include "ScriptPCH.h"
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#include "ScriptedSimpleAI.h"
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#include "karazhan.h"
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#include "GameObject.h"
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@@ -549,33 +548,8 @@ public:
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};
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// CONVERT TO ACID
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class mob_shadow_of_aran : public CreatureScript
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{
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public:
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mob_shadow_of_aran() : CreatureScript("mob_shadow_of_aran") { }
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CreatureAI* GetAI(Creature* creature) const
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{
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sLog->outString("TSCR: Convert simpleAI script for Creature Entry %u to ACID", creature->GetEntry());
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SimpleAI* ai = new SimpleAI (creature);
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ai->Spell[0].Enabled = true;
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ai->Spell[0].Spell_Id = SPELL_SHADOW_PYRO;
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ai->Spell[0].Cooldown = 5000;
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ai->Spell[0].First_Cast = 1000;
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ai->Spell[0].Cast_Target_Type = CAST_HOSTILE_TARGET;
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ai->EnterEvadeMode();
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return ai;
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}
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};
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void AddSC_boss_shade_of_aran()
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{
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new boss_shade_of_aran();
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new mob_shadow_of_aran();
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new mob_aran_elemental();
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}
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@@ -1,86 +0,0 @@
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/*
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* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2006-2009 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: Molten_Core
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SD%Complete: 100
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SDComment:
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SDCategory: Molten Core
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EndScriptData */
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/* ContentData
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mob_ancient_core_hound
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EndContentData */
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#include "ScriptPCH.h"
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#include "ScriptedSimpleAI.h"
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enum Spells
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{
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SPELL_CONE_OF_FIRE = 19630,
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SPELL_BITE = 19771,
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//Random Debuff (each hound has only one of these)
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SPELL_GROUND_STOMP = 19364,
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SPELL_ANCIENT_DREAD = 19365,
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SPELL_CAUTERIZING_FLAMES = 19366,
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SPELL_WITHERING_HEAT = 19367,
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SPELL_ANCIENT_DESPAIR = 19369,
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SPELL_ANCIENT_HYSTERIA = 19372
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};
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class mob_ancient_core_hound : public CreatureScript
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{
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public:
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mob_ancient_core_hound() : CreatureScript("mob_ancient_core_hound") { }
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CreatureAI* GetAI(Creature* creature) const
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{
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SimpleAI* ai = new SimpleAI(creature);
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ai->Spell[0].Enabled = true;
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ai->Spell[0].Spell_Id = SPELL_CONE_OF_FIRE;
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ai->Spell[0].Cooldown = 7000;
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ai->Spell[0].First_Cast = 10000;
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ai->Spell[0].Cast_Target_Type = CAST_HOSTILE_TARGET;
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uint32 RandDebuff = RAND(SPELL_GROUND_STOMP, SPELL_ANCIENT_DREAD, SPELL_CAUTERIZING_FLAMES,
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SPELL_WITHERING_HEAT, SPELL_ANCIENT_DESPAIR, SPELL_ANCIENT_HYSTERIA);
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ai->Spell[1].Enabled = true;
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ai->Spell[1].Spell_Id = RandDebuff;
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ai->Spell[1].Cooldown = 24000;
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ai->Spell[1].First_Cast = 15000;
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ai->Spell[1].Cast_Target_Type = CAST_HOSTILE_TARGET;
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ai->Spell[2].Enabled = true;
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ai->Spell[2].Spell_Id = SPELL_BITE;
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ai->Spell[2].Cooldown = 6000;
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ai->Spell[2].First_Cast = 4000;
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ai->Spell[2].Cast_Target_Type = CAST_HOSTILE_TARGET;
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ai->EnterEvadeMode();
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return ai;
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}
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};
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void AddSC_molten_core()
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{
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new mob_ancient_core_hound();
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}
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