Add support for daily quest "Overwhelmed!" (quest 12288)
Patch by Supabad (thank you) --HG-- branch : trunk
This commit is contained in:
@@ -0,0 +1 @@
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UPDATE `creature_template` SET `ScriptName`='npc_wounded_skirmisher' WHERE `entry`=27463;
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@@ -0,0 +1,5 @@
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DELETE FROM `script_texts` WHERE `npc_entry`=27463;
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INSERT INTO `script_texts` (`npc_entry`, `entry`, `content_default`, `content_loc1`, `content_loc2`, `content_loc3`, `content_loc4`, `content_loc5`, `content_loc6`, `content_loc7`, `content_loc8`, `sound`, `type`, `language`, `emote`, `comment`) VALUES
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(27463, -1800046, 'Thank you. $Class!', NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, 0, 0, 0, 0, 'RANDOM_SAY_3'),
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(27463, -1800045, 'Whoa.. i nearly died there. Thank you, $Race!', NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, 0, 0, 0, 0, 'RANDOM_SAY_2'),
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(27463, -1800044, 'Ahh..better..', NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, 0, 0, 0, 0, 'RANDOM_SAY_1');
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@@ -512,6 +512,71 @@ struct npc_amberpine_woodsmanAI : public ScriptedAI
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}
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};
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/*######
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## Quest 12288: Overwhelmed!
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######*/
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enum eSkirmisher
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{
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SPELL_RENEW_SKIRMISHER = 48812,
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CREDIT_NPC = 27466,
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RANDOM_SAY_1 = -1800044, //Ahh..better..
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RANDOM_SAY_2 = -1800045, //Whoa.. i nearly died there. Thank you, $Race!
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RANDOM_SAY_3 = -1800046 //Thank you. $Class!
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};
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struct npc_wounded_skirmisherAI : public ScriptedAI
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{
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npc_wounded_skirmisherAI(Creature *c) : ScriptedAI(c) {}
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uint64 uiPlayerGUID;
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uint32 DespawnTimer;
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void Reset ()
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{
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DespawnTimer = 5000;
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uiPlayerGUID = 0;
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}
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void MovementInform(uint32, uint32 id)
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{
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if (id == 1)
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me->ForcedDespawn(DespawnTimer);
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}
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void SpellHit(Unit *caster, const SpellEntry *spell)
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{
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if (spell->Id == SPELL_RENEW_SKIRMISHER && caster->GetTypeId() == TYPEID_PLAYER
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&& caster->ToPlayer()->GetQuestStatus(12288) == QUEST_STATUS_INCOMPLETE)
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{
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caster->ToPlayer()->KilledMonsterCredit(CREDIT_NPC, 0);
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DoScriptText(RAND(RANDOM_SAY_1,RANDOM_SAY_2,RANDOM_SAY_3),caster);
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if(me->IsStandState())
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me->GetMotionMaster()->MovePoint(1, me->GetPositionX()+7, me->GetPositionY()+7, me->GetPositionZ());
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else
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{
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me->SetStandState(UNIT_STAND_STATE_STAND);
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me->ForcedDespawn(DespawnTimer);
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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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if (!UpdateVictim())
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return;
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DoMeleeAttackIfReady();
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}
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};
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CreatureAI* GetAI_npc_wounded_skirmisher(Creature* pCreature)
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{
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return new npc_wounded_skirmisherAI(pCreature);
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}
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CreatureAI* GetAI_npc_amberpine_woodsman(Creature* pCreature)
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{
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return new npc_amberpine_woodsmanAI (pCreature);
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@@ -552,4 +617,9 @@ void AddSC_grizzly_hills()
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newscript->Name = "npc_amberpine_woodsman";
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newscript->GetAI = &GetAI_npc_amberpine_woodsman;
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newscript->RegisterSelf();
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newscript = new Script;
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newscript->Name = "npc_wounded_skirmisher";
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newscript->GetAI = &GetAI_npc_wounded_skirmisher;
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newscript->RegisterSelf();
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}
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