*Added HasAura check for Winter Reveler
*Moved back reverted changes in lurker and added things for future and todo list --HG-- branch : trunk
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@@ -1,3 +1,6 @@
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DELETE FROM gameobject WHERE id=184956;
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INSERT INTO gameobject (id, map, spawnMask, position_x, position_y, position_z, orientation, rotation0, rotation1, rotation2, rotation3, spawntimesecs, animprogress, state) VALUES (184956, 548, 1, 39.1372, -418.625, -21.5806, 1.29069, 0, 0, 0.601475, 0.798891, 25, 0, 1)
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UPDATE `instance_template` SET `script`='instance_dark_portal' WHERE `map`=269;
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UPDATE `creature_template` SET `ScriptName`='npc_medivh_bm' WHERE `entry`=15608;
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UPDATE `creature_template` SET `ScriptName`='npc_time_rift' WHERE `entry`=17838;
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@@ -897,8 +897,8 @@ CreatureAI* GetAI_npc_tonk_mine(Creature *_Creature)
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bool ReceiveEmote_npc_winter_reveler( Player *player, Creature *_Creature, uint32 emote )
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{
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//TODO: check auralist.
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//if()
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// return false;
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if(player->HasAura(26218, 0))
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return false;
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if( emote == TEXTEMOTE_KISS )
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{
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+17
-10
@@ -16,8 +16,8 @@
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/* ScriptData
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SDName: boss_the_lurker_below
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SD%Complete: 75
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SDComment: Pack summoning when it's does when it's appear how check this and check for coilfang frenzy if water is boiling they get deadstate
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SD%Complete: 80
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SDComment: Coilfang Frenzy, find out how could we fishing in the strangepool
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SDCategory: The Lurker Below
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EndScriptData */
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@@ -122,6 +122,16 @@ struct TRINITY_DLL_DECL boss_the_lurker_belowAI : public Scripted_NoMovementAI
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if(pInstance)
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pInstance->SetData(DATA_THELURKERBELOWEVENT, NOT_STARTED);
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/*if(pInstance->GetData(DATA_STRANGE_POOL) != DONE)
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{
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m_creature->SetReactState(REACT_PASSIVE);
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m_creature->SetVisibility(VISIBILITY_OFF);
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}else {
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m_creature->SetVisibility(VISIBILITY_ON);
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m_creature->SetReactState(REACT_AGGRESSIVE);
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}*/
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}
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void MoveInLineOfSight(Unit *who)
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@@ -232,8 +242,12 @@ struct TRINITY_DLL_DECL boss_the_lurker_belowAI : public Scripted_NoMovementAI
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//DoCast(m_creature,SPELL_SPOUT_BREATH);//take breath anim
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}
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void BoilingWater(bool active)
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void UpdateAI(const uint32 diff)
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{
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//Return since we have no target
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if (!m_creature->SelectHostilTarget() /*|| !m_creature->getVictim()*/ )//rotate resets target
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return;
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//Check if players in water and if in water cast spell
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Map *map = m_creature->GetMap();
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if (map->IsDungeon() && pInstance->GetData(DATA_THELURKERBELOWEVENT) == IN_PROGRESS)
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@@ -251,13 +265,6 @@ struct TRINITY_DLL_DECL boss_the_lurker_belowAI : public Scripted_NoMovementAI
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i->getSource()->RemoveAurasDueToSpell(SPELL_SCALDINGWATER);
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}
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}
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}
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void UpdateAI(const uint32 diff)
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{
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//Return since we have no target
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if (!m_creature->SelectHostilTarget() /*|| !m_creature->getVictim()*/ )//rotate resets target
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return;
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Rotate(diff);//always check rotate things
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if(!Submerged)
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+1
@@ -27,4 +27,5 @@
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#define DATA_LEOTHERAS 20
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#define DATA_LEOTHERAS_EVENT_STARTER 21
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#define DATA_CONTROL_CONSOLE 22
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#define DATA_STRANGE_POOL 23
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#endif
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+9
-2
@@ -35,9 +35,9 @@ EndScriptData */
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5 - Lady Vashj Event
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*/
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bool GOHello_go_bridge_console(Player *player, GameObject* _GO)
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bool GOHello_go_bridge_console(Player *player, GameObject* go)
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{
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ScriptedInstance* pInstance = (ScriptedInstance*)_GO->GetInstanceData();
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ScriptedInstance* pInstance = (ScriptedInstance*)go->GetInstanceData();
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if(!pInstance)
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return false;
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@@ -64,6 +64,7 @@ struct TRINITY_DLL_DECL instance_serpentshrine_cavern : public ScriptedInstance
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uint64 ControlConsole;
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uint64 BridgePart[3];
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uint64 StrangePool;
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bool ShieldGeneratorDeactivated[4];
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bool Encounters[ENCOUNTERS];
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@@ -84,6 +85,7 @@ struct TRINITY_DLL_DECL instance_serpentshrine_cavern : public ScriptedInstance
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BridgePart[0] = 0;
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BridgePart[1] = 0;
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BridgePart[2] = 0;
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StrangePool = 0;
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ShieldGeneratorDeactivated[0] = false;
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ShieldGeneratorDeactivated[1] = false;
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@@ -125,6 +127,10 @@ struct TRINITY_DLL_DECL instance_serpentshrine_cavern : public ScriptedInstance
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BridgePart[2] = go->GetGUID();
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go->setActive(true);
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break;
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case 184956:
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StrangePool = go->GetGUID();
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if(go->isActive())
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SetData(DATA_STRANGE_POOL, DONE);
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}
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}
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@@ -176,6 +182,7 @@ struct TRINITY_DLL_DECL instance_serpentshrine_cavern : public ScriptedInstance
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{
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switch(type)
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{
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case DATA_STRANGE_POOL: StrangePool = data;
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case DATA_CONTROL_CONSOLE:
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if(data = DONE)
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{
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