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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File diff suppressed because it is too large
Load Diff
@@ -25,7 +25,6 @@ EndScriptData */
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#include "ScriptPCH.h"
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#include "serpent_shrine.h"
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#include "ScriptedSimpleAI.h"
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#include "Spell.h"
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#define SPELL_SPOUT 37433
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@@ -55,15 +54,16 @@ EndScriptData */
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float AddPos[9][3] =
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{
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{2.8553810f, -459.823914f, -19.182686f}, //MOVE_AMBUSHER_1 X, Y, Z
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{12.400000f, -466.042267f, -19.182686f}, //MOVE_AMBUSHER_2 X, Y, Z
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{51.366653f, -460.836060f, -19.182686f}, //MOVE_AMBUSHER_3 X, Y, Z
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{62.597980f, -457.433044f, -19.182686f}, //MOVE_AMBUSHER_4 X, Y, Z
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{77.607452f, -384.302765f, -19.182686f}, //MOVE_AMBUSHER_5 X, Y, Z
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{63.897900f, -378.984924f, -19.182686f}, //MOVE_AMBUSHER_6 X, Y, Z
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{34.447250f, -387.333618f, -19.182686f}, //MOVE_GUARDIAN_1 X, Y, Z
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{14.388216f, -423.468018f, -19.625271f}, //MOVE_GUARDIAN_2 X, Y, Z
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{42.471519f, -445.115295f, -19.769423f} //MOVE_GUARDIAN_3 X, Y, Z
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// MOVE_AMBUSHER_1 X, Y, Z
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{2.8553810f, -459.823914f, -19.182686f},
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{12.400000f, -466.042267f, -19.182686f},
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{51.366653f, -460.836060f, -19.182686f},
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{62.597980f, -457.433044f, -19.182686f},
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{77.607452f, -384.302765f, -19.182686f},
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{63.897900f, -378.984924f, -19.182686f},
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{34.447250f, -387.333618f, -19.182686f},
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{14.388216f, -423.468018f, -19.625271f},
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{42.471519f, -445.115295f, -19.769423f}
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};
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class boss_the_lurker_below : public CreatureScript
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@@ -80,10 +80,10 @@ public:
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{
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boss_the_lurker_belowAI(Creature* c) : Scripted_NoMovementAI(c), Summons(me)
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{
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instance = c->GetInstanceScript();
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Instance = c->GetInstanceScript();
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}
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InstanceScript* instance;
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InstanceScript* Instance;
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SummonList Summons;
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bool Spawned;
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@@ -103,7 +103,7 @@ public:
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bool CheckCanStart()//check if players fished
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{
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if (instance && instance->GetData(DATA_STRANGE_POOL) == NOT_STARTED)
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if (Instance && Instance->GetData(DATA_STRANGE_POOL) == NOT_STARTED)
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return false;
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return true;
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}
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@@ -112,39 +112,39 @@ public:
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me->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_LEVITATING);
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SpoutAnimTimer = 1000;
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RotTimer = 0;
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WaterboltTimer = 15000;//give time to get in range when fight starts
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WaterboltTimer = 15000; // give time to get in range when fight starts
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SpoutTimer = 45000;
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WhirlTimer = 18000;//after avery spout
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WhirlTimer = 18000; // after avery spout
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PhaseTimer = 120000;
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GeyserTimer = rand()%5000 + 15000;
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CheckTimer = 15000;//give time to get in range when fight starts
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WaitTimer = 60000;//never reached
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WaitTimer2 = 60000;//never reached
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CheckTimer = 15000; // give time to get in range when fight starts
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WaitTimer = 60000; // never reached
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WaitTimer2 = 60000; // never reached
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Submerged = true;//will be false at combat start
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Submerged = true; // will be false at combat start
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Spawned = false;
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InRange = false;
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CanStartEvent = false;
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Summons.DespawnAll();
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if (instance)
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if (Instance)
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{
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instance->SetData(DATA_THELURKERBELOWEVENT, NOT_STARTED);
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instance->SetData(DATA_STRANGE_POOL, NOT_STARTED);
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Instance->SetData(DATA_THELURKERBELOWEVENT, NOT_STARTED);
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Instance->SetData(DATA_STRANGE_POOL, NOT_STARTED);
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}
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DoCast(me, SPELL_SUBMERGE);//submerge anim
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me->SetVisible(false);//we start invis under water, submerged
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DoCast(me, SPELL_SUBMERGE); // submerge anim
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me->SetVisible(false); // we start invis under water, submerged
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
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}
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void JustDied(Unit* /*Killer*/)
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void JustDied(Unit* /*killer*/)
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{
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if (instance)
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if (Instance)
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{
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instance->SetData(DATA_THELURKERBELOWEVENT, DONE);
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instance->SetData(DATA_STRANGE_POOL, IN_PROGRESS);
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Instance->SetData(DATA_THELURKERBELOWEVENT, DONE);
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Instance->SetData(DATA_STRANGE_POOL, IN_PROGRESS);
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}
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Summons.DespawnAll();
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@@ -152,22 +152,20 @@ public:
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void EnterCombat(Unit* who)
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{
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if (instance)
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instance->SetData(DATA_THELURKERBELOWEVENT, IN_PROGRESS);
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if (Instance)
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Instance->SetData(DATA_THELURKERBELOWEVENT, IN_PROGRESS);
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Scripted_NoMovementAI::EnterCombat(who);
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}
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void MoveInLineOfSight(Unit* who)
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{
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if (!CanStartEvent)//boss is invisible, don't attack
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if (!CanStartEvent) // boss is invisible, don't attack
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return;
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if (!me->getVictim() && who->IsValidAttackTarget(me))
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{
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float attackRadius = me->GetAttackDistance(who);
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if (me->IsWithinDistInMap(who, attackRadius))
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{
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AttackStart(who);
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}
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}
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}
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@@ -179,7 +177,7 @@ public:
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void UpdateAI(const uint32 diff)
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{
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if (!CanStartEvent)//boss is invisible, don't attack
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if (!CanStartEvent) // boss is invisible, don't attack
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{
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if (CheckCanStart())
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{
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@@ -190,21 +188,21 @@ public:
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WaitTimer2 = 500;
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}
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if (!Submerged && WaitTimer2 <= diff)//wait 500ms before emerge anim
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if (!Submerged && WaitTimer2 <= diff) // wait 500ms before emerge anim
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{
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me->RemoveAllAuras();
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me->SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);
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DoCast(me, SPELL_EMERGE, false);
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WaitTimer2 = 60000;//never reached
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WaitTimer2 = 60000; // never reached
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WaitTimer = 3000;
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}
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else
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WaitTimer2 -= diff;
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if (WaitTimer <= diff)//wait 3secs for emerge anim, then attack
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if (WaitTimer <= diff) // wait 3secs for emerge anim, then attack
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{
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WaitTimer = 3000;
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CanStartEvent = true;//fresh fished from pool
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CanStartEvent = true; // fresh fished from pool
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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}
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@@ -214,7 +212,7 @@ public:
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return;
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}
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if (me->getThreatManager().getThreatList().empty())//check if should evade
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if (me->getThreatManager().getThreatList().empty()) // check if should evade
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{
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if (me->isInCombat())
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EnterEvadeMode();
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@@ -226,7 +224,7 @@ public:
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{
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me->InterruptNonMeleeSpells(false);
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DoCast(me, SPELL_SUBMERGE);
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PhaseTimer = 60000;//60secs submerged
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PhaseTimer = 60000; // 60secs submerged
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Submerged = true;
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} else PhaseTimer-=diff;
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@@ -236,12 +234,12 @@ public:
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me->SetReactState(REACT_PASSIVE);
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me->GetMotionMaster()->MoveRotate(20000, urand(0, 1) ? ROTATE_DIRECTION_LEFT : ROTATE_DIRECTION_RIGHT);
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SpoutTimer = 45000;
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WhirlTimer = 20000;//whirl directly after spout
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WhirlTimer = 20000; // whirl directly after spout
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RotTimer = 20000;
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return;
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} else SpoutTimer -= diff;
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//Whirl directly after a Spout and at random times
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// Whirl directly after a Spout and at random times
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if (WhirlTimer <= diff)
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{
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WhirlTimer = 18000;
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@@ -273,7 +271,7 @@ public:
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for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
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{
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if (i->getSource() && i->getSource()->isAlive() && me->HasInArc(float(diff/20000*M_PI*2), i->getSource()) && me->IsWithinDist(i->getSource(), SPOUT_DIST) && !i->getSource()->IsInWater())
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DoCast(i->getSource(), SPELL_SPOUT, true);//only knock back palyers in arc, in 100yards, not in water
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DoCast(i->getSource(), SPELL_SPOUT, true); // only knock back players in arc, in 100yards, not in water
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}
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}
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@@ -300,7 +298,7 @@ public:
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GeyserTimer = rand()%5000 + 15000;
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} else GeyserTimer -= diff;
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if (!InRange)//if on players in melee range cast Waterbolt
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if (!InRange) // if on players in melee range cast Waterbolt
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{
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if (WaterboltTimer <= diff)
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{
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@@ -318,12 +316,13 @@ public:
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DoMeleeAttackIfReady();
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}else//submerged
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}
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else // submerged
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{
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if (PhaseTimer <= diff)
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{
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Submerged = false;
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me->InterruptNonMeleeSpells(false);//shouldn't be any
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me->InterruptNonMeleeSpells(false); // shouldn't be any
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me->RemoveAllAuras();
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
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me->RemoveFlag(UNIT_NPC_EMOTESTATE, EMOTE_STATE_SUBMERGED);
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@@ -334,28 +333,22 @@ public:
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return;
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} else PhaseTimer-=diff;
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if (me->getThreatManager().getThreatList().empty())//check if should evade
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if (me->getThreatManager().getThreatList().empty()) // check if should evade
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{
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EnterEvadeMode();
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return;
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}
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if (!me->isInCombat())
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DoZoneInCombat();
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if (!Spawned)
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{
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me->SetUInt32Value(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
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//spawn adds
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// spawn adds
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for (uint8 i = 0; i < 9; ++i)
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{
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Creature* Summoned;
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if (i < 6)
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Summoned = me->SummonCreature(MOB_COILFANG_AMBUSHER, AddPos[i][0], AddPos[i][1], AddPos[i][2], 0, TEMPSUMMON_CORPSE_DESPAWN, 0);
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else Summoned = me->SummonCreature(MOB_COILFANG_GUARDIAN, AddPos[i][0], AddPos[i][1], AddPos[i][2], 0, TEMPSUMMON_CORPSE_DESPAWN, 0);
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if (Summoned)
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Summons.Summon(Summoned);
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}
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if (Creature* summoned = me->SummonCreature(i < 6 ? MOB_COILFANG_AMBUSHER : MOB_COILFANG_GUARDIAN, AddPos[i][0], AddPos[i][1], AddPos[i][2], 0, TEMPSUMMON_CORPSE_DESPAWN, 0))
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Summons.Summon(summoned);
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Spawned = true;
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}
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}
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@@ -363,32 +356,6 @@ public:
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};
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};
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class mob_coilfang_guardian : public CreatureScript
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{
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public:
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mob_coilfang_guardian() : CreatureScript("mob_coilfang_guardian") { }
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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_ARCINGSMASH;
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ai->Spell[0].Cooldown = 15000;
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ai->Spell[0].First_Cast = 5000;
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ai->Spell[0].Cast_Target_Type = CAST_HOSTILE_TARGET;
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ai->Spell[1].Enabled = true;
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ai->Spell[1].Spell_Id = SPELL_HAMSTRING;
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ai->Spell[1].Cooldown = 10000;
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ai->Spell[1].First_Cast = 2000;
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ai->Spell[1].Cast_Target_Type = CAST_HOSTILE_TARGET;
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return ai;
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}
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};
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class mob_coilfang_ambusher : public CreatureScript
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{
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public:
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@@ -412,12 +379,6 @@ public:
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{
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MultiShotTimer = 10000;
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ShootBowTimer = 4000;
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}
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void EnterCombat(Unit* /*who*/)
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{
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}
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void MoveInLineOfSight(Unit* who)
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@@ -438,18 +399,16 @@ public:
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DoCast(me->getVictim(), SPELL_SPREAD_SHOT, true);
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MultiShotTimer = 10000+rand()%10000;
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ShootBowTimer += 1500;//add global cooldown
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ShootBowTimer += 1500; // add global cooldown
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} else MultiShotTimer -= diff;
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if (ShootBowTimer <= diff)
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{
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Unit* target = NULL;
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target = SelectTarget(SELECT_TARGET_RANDOM, 0);
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int bp0 = 1100;
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if (target)
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if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
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me->CastCustomSpell(target, SPELL_SHOOT, &bp0, NULL, NULL, true);
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ShootBowTimer = 4000+rand()%5000;
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MultiShotTimer += 1500;//add global cooldown
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MultiShotTimer += 1500; // add global cooldown
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} else ShootBowTimer -= diff;
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}
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};
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@@ -482,7 +441,6 @@ class go_strange_pool : public GameObjectScript
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void AddSC_boss_the_lurker_below()
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{
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new boss_the_lurker_below();
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new mob_coilfang_guardian();
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new mob_coilfang_ambusher();
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new go_strange_pool();
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}
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Block a user