* Rename InstanceData to InstanceScript

* Rename *mgr to their new names in scripts project
* Mass convert all the scripts (NEEDS THOROUGH TESTING, because it was done automatically) Please, report bugs on issue tracker.

--HG--
branch : trunk
rename : src/server/game/Instances/InstanceData.cpp => src/server/game/Instances/InstanceScript.cpp
rename : src/server/game/Instances/InstanceData.h => src/server/game/Instances/InstanceScript.h
This commit is contained in:
azazel
2010-08-08 22:54:58 +06:00
parent 8a69e50d6a
commit 590199d8e1
482 changed files with 84476 additions and 82697 deletions
+110 -108
View File
@@ -42,139 +42,141 @@ EndScriptData */
#define SPELL_ENRAGE 33653
#define SPELL_MARK_DEATH 37128
#define SPELL_AURA_DEATH 37131
struct boss_doomwalkerAI : public ScriptedAI
␍class boss_doomwalker : public CreatureScript
{
boss_doomwalkerAI(Creature *c) : ScriptedAI(c) {}
public:
boss_doomwalker() : CreatureScript("boss_doomwalker") { }
uint32 Chain_Timer;
uint32 Enrage_Timer;
uint32 Overrun_Timer;
uint32 Quake_Timer;
uint32 Armor_Timer;
bool InEnrage;
void Reset()
CreatureAI* GetAI(Creature* pCreature) const
{
Enrage_Timer = 0;
Armor_Timer = 5000 + rand()%8000;
Chain_Timer = 10000 + rand()%20000;
Quake_Timer = 25000 + rand()%10000;
Overrun_Timer = 30000 + rand()%15000;
InEnrage = false;
return new boss_doomwalkerAI (pCreature);
}
void KilledUnit(Unit* Victim)
struct boss_doomwalkerAI : public ScriptedAI
{
Victim->CastSpell(Victim,SPELL_MARK_DEATH,0);
boss_doomwalkerAI(Creature *c) : ScriptedAI(c) {}
if (rand()%5)
return;
uint32 Chain_Timer;
uint32 Enrage_Timer;
uint32 Overrun_Timer;
uint32 Quake_Timer;
uint32 Armor_Timer;
DoScriptText(RAND(SAY_SLAY_1,SAY_SLAY_2,SAY_SLAY_3), me);
}
bool InEnrage;
void JustDied(Unit* /*Killer*/)
{
DoScriptText(SAY_DEATH, me);
}
void EnterCombat(Unit * /*who*/)
{
DoScriptText(SAY_AGGRO, me);
}
void MoveInLineOfSight(Unit *who)
{
if (who && who->GetTypeId() == TYPEID_PLAYER && me->IsHostileTo(who))
void Reset()
{
if (who->HasAura(SPELL_MARK_DEATH,0))
{
who->CastSpell(who,SPELL_AURA_DEATH,1);
}
}
}
Enrage_Timer = 0;
Armor_Timer = 5000 + rand()%8000;
Chain_Timer = 10000 + rand()%20000;
Quake_Timer = 25000 + rand()%10000;
Overrun_Timer = 30000 + rand()%15000;
void UpdateAI(const uint32 diff)
{
if (!UpdateVictim())
return;
//Spell Enrage, when hp <= 20% gain enrage
if (((me->GetHealth()*100)/ me->GetMaxHealth()) <= 20)
{
if (Enrage_Timer <= diff)
{
DoCast(me, SPELL_ENRAGE);
Enrage_Timer = 6000;
InEnrage = true;
} else Enrage_Timer -= diff;
InEnrage = false;
}
//Spell Overrun
if (Overrun_Timer <= diff)
void KilledUnit(Unit* Victim)
{
DoScriptText(RAND(SAY_OVERRUN_1,SAY_OVERRUN_2), me);
Victim->CastSpell(Victim,SPELL_MARK_DEATH,0);
DoCast(me->getVictim(), SPELL_OVERRUN);
Overrun_Timer = 25000 + rand()%15000;
} else Overrun_Timer -= diff;
//Spell Earthquake
if (Quake_Timer <= diff)
{
if (rand()%2)
if (rand()%5)
return;
DoScriptText(RAND(SAY_EARTHQUAKE_1,SAY_EARTHQUAKE_2), me);
DoScriptText(RAND(SAY_SLAY_1,SAY_SLAY_2,SAY_SLAY_3), me);
}
//remove enrage before casting earthquake because enrage + earthquake = 16000dmg over 8sec and all dead
if (InEnrage)
me->RemoveAura(SPELL_ENRAGE);
DoCast(me, SPELL_EARTHQUAKE);
Quake_Timer = 30000 + rand()%25000;
} else Quake_Timer -= diff;
//Spell Chain Lightning
if (Chain_Timer <= diff)
void JustDied(Unit* /*Killer*/)
{
Unit *pTarget = NULL;
pTarget = SelectUnit(SELECT_TARGET_RANDOM,1);
DoScriptText(SAY_DEATH, me);
}
if (!pTarget)
pTarget = me->getVictim();
if (pTarget)
DoCast(pTarget, SPELL_CHAIN_LIGHTNING);
Chain_Timer = 7000 + rand()%20000;
} else Chain_Timer -= diff;
//Spell Sunder Armor
if (Armor_Timer <= diff)
void EnterCombat(Unit * /*who*/)
{
DoCast(me->getVictim(), SPELL_SUNDER_ARMOR);
Armor_Timer = 10000 + rand()%15000;
} else Armor_Timer -= diff;
DoScriptText(SAY_AGGRO, me);
}
void MoveInLineOfSight(Unit *who)
{
if (who && who->GetTypeId() == TYPEID_PLAYER && me->IsHostileTo(who))
{
if (who->HasAura(SPELL_MARK_DEATH,0))
{
who->CastSpell(who,SPELL_AURA_DEATH,1);
}
}
}
void UpdateAI(const uint32 diff)
{
if (!UpdateVictim())
return;
//Spell Enrage, when hp <= 20% gain enrage
if (((me->GetHealth()*100)/ me->GetMaxHealth()) <= 20)
{
if (Enrage_Timer <= diff)
{
DoCast(me, SPELL_ENRAGE);
Enrage_Timer = 6000;
InEnrage = true;
} else Enrage_Timer -= diff;
}
//Spell Overrun
if (Overrun_Timer <= diff)
{
DoScriptText(RAND(SAY_OVERRUN_1,SAY_OVERRUN_2), me);
DoCast(me->getVictim(), SPELL_OVERRUN);
Overrun_Timer = 25000 + rand()%15000;
} else Overrun_Timer -= diff;
//Spell Earthquake
if (Quake_Timer <= diff)
{
if (rand()%2)
return;
DoScriptText(RAND(SAY_EARTHQUAKE_1,SAY_EARTHQUAKE_2), me);
//remove enrage before casting earthquake because enrage + earthquake = 16000dmg over 8sec and all dead
if (InEnrage)
me->RemoveAura(SPELL_ENRAGE);
DoCast(me, SPELL_EARTHQUAKE);
Quake_Timer = 30000 + rand()%25000;
} else Quake_Timer -= diff;
//Spell Chain Lightning
if (Chain_Timer <= diff)
{
Unit *pTarget = NULL;
pTarget = SelectUnit(SELECT_TARGET_RANDOM,1);
if (!pTarget)
pTarget = me->getVictim();
if (pTarget)
DoCast(pTarget, SPELL_CHAIN_LIGHTNING);
Chain_Timer = 7000 + rand()%20000;
} else Chain_Timer -= diff;
//Spell Sunder Armor
if (Armor_Timer <= diff)
{
DoCast(me->getVictim(), SPELL_SUNDER_ARMOR);
Armor_Timer = 10000 + rand()%15000;
} else Armor_Timer -= diff;
DoMeleeAttackIfReady();
}
};
DoMeleeAttackIfReady();
}
};
CreatureAI* GetAI_boss_doomwalker(Creature* pCreature)
{
return new boss_doomwalkerAI (pCreature);
}
void AddSC_boss_doomwalker()
{
Script *newscript;
newscript = new Script;
newscript->Name = "boss_doomwalker";
newscript->GetAI = &GetAI_boss_doomwalker;
newscript->RegisterSelf();
new boss_doomwalker();
}