Scripts/Nagrand: Fix quest Totem of Kar'dash

Closes #3032
This commit is contained in:
Discover-
2011-10-22 17:30:53 +01:00
committed by Nay
parent 04a798dc8b
commit 6e1107f5fc
2 changed files with 223 additions and 0 deletions
+187
View File
@@ -970,6 +970,192 @@ public:
};
};
/*#####
## npc_kurenai_captive
#####*/
enum KurenaiCaptive
{
SAY_KUR_START = 0,
SAY_KUR_NO_ESCAPE = 1,
SAY_KUR_MORE = 2,
SAY_KUR_MORE_TWO = 3,
SAY_KUR_LIGHTNING = 4,
SAY_KUR_SHOCK = 5,
SAY_KUR_COMPLETE = 6,
SPELL_KUR_CHAIN_LIGHTNING = 16006,
SPELL_KUR_EARTHBIND_TOTEM = 15786,
SPELL_KUR_FROST_SHOCK = 12548,
SPELL_KUR_HEALING_WAVE = 12491,
QUEST_TOTEM_KARDASH_A = 9879,
NPC_KUR_MURK_RAIDER = 18203,
NPC_KUR_MURK_BRUTE = 18211,
NPC_KUR_MURK_SCAVENGER = 18207,
NPC_KUR_MURK_PUTRIFIER = 18202,
};
static float kurenaiAmbushA[]= {-1568.805786f, 8533.873047f, 1.958f};
static float kurenaiAmbushB[]= {-1491.554321f, 8506.483398f, 1.248f};
class npc_kurenai_captive : public CreatureScript
{
public:
npc_kurenai_captive() : CreatureScript("npc_kurenai_captive") { }
bool OnQuestAccept(Player* player, Creature* creature, const Quest* quest)
{
if (quest->GetQuestId() == QUEST_TOTEM_KARDASH_A)
{
if (npc_kurenai_captiveAI* EscortAI = dynamic_cast<npc_kurenai_captiveAI*>(creature->AI()))
{
creature->SetStandState(UNIT_STAND_STATE_STAND);
EscortAI->Start(true, false, player->GetGUID(), quest);
DoScriptText(SAY_KUR_START, creature);
creature->SummonCreature(NPC_KUR_MURK_RAIDER, kurenaiAmbushA[0]+2.5f, kurenaiAmbushA[1]-2.5f, kurenaiAmbushA[2], 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 25000);
creature->SummonCreature(NPC_KUR_MURK_BRUTE, kurenaiAmbushA[0]-2.5f, kurenaiAmbushA[1]+2.5f, kurenaiAmbushA[2], 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 25000);
creature->SummonCreature(NPC_KUR_MURK_SCAVENGER, kurenaiAmbushA[0], kurenaiAmbushA[1], kurenaiAmbushA[2], 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 25000);
}
}
return true;
}
CreatureAI* GetAI(Creature* creature) const
{
return new npc_kurenai_captiveAI(creature);
}
struct npc_kurenai_captiveAI : public npc_escortAI
{
npc_kurenai_captiveAI(Creature* creature) : npc_escortAI(creature) { }
uint32 ChainLightningTimer;
uint32 HealTimer;
uint32 FrostShockTimer;
void Reset()
{
ChainLightningTimer = 1000;
HealTimer = 0;
FrostShockTimer = 6000;
}
void EnterCombat(Unit* /*who*/)
{
DoCast(me, SPELL_KUR_EARTHBIND_TOTEM, false);
}
void JustDied(Unit* /*killer*/)
{
if (!HasEscortState(STATE_ESCORT_ESCORTING))
return;
if (Player* player = GetPlayerForEscort())
{
if (player->GetQuestStatus(QUEST_TOTEM_KARDASH_A) != QUEST_STATUS_COMPLETE)
player->FailQuest(QUEST_TOTEM_KARDASH_A);
}
}
void WaypointReached(uint32 PointId)
{
switch(PointId)
{
case 3:
{
Talk(SAY_KUR_MORE);
if (Creature* temp = me->SummonCreature(NPC_KUR_MURK_PUTRIFIER, kurenaiAmbushB[0], kurenaiAmbushB[1], kurenaiAmbushB[2], 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 25000))
Talk(SAY_KUR_MORE_TWO);
me->SummonCreature(NPC_KUR_MURK_PUTRIFIER, kurenaiAmbushB[0]-2.5f, kurenaiAmbushB[1]-2.5f, kurenaiAmbushB[2], 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 25000);
me->SummonCreature(NPC_KUR_MURK_SCAVENGER, kurenaiAmbushB[0]+2.5f, kurenaiAmbushB[1]+2.5f, kurenaiAmbushB[2], 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 25000);
me->SummonCreature(NPC_KUR_MURK_SCAVENGER, kurenaiAmbushB[0]+2.5f, kurenaiAmbushB[1]-2.5f, kurenaiAmbushB[2], 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 25000);
break;
}
case 7:
{
Talk(SAY_KUR_COMPLETE);
if (Player* player = GetPlayerForEscort())
player->GroupEventHappens(QUEST_TOTEM_KARDASH_A, me);
SetRun();
break;
}
}
}
void JustSummoned(Creature* summoned)
{
if (summoned->GetEntry() == NPC_KUR_MURK_BRUTE)
Talk(SAY_KUR_NO_ESCAPE);
// This function is for when we summoned enemies to fight - so that does NOT mean we should make our totem count in this!
if (summoned->isTotem())
return;
summoned->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
summoned->GetMotionMaster()->MovePoint(0, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ());
summoned->AI()->AttackStart(me);
}
void SpellHitTarget(Unit* /*target*/, const SpellInfo* spell)
{
if (spell->Id == SPELL_KUR_CHAIN_LIGHTNING)
{
if (rand()%30)
return;
Talk(SAY_KUR_LIGHTNING);
}
if (spell->Id == SPELL_KUR_FROST_SHOCK)
{
if (rand()%30)
return;
Talk(SAY_KUR_SHOCK);
}
}
void UpdateAI(const uint32 diff)
{
if (!UpdateVictim())
return;
if (me->HasUnitState(UNIT_STAT_CASTING))
return;
if (ChainLightningTimer <= diff)
{
DoCast(me->getVictim(), SPELL_KUR_CHAIN_LIGHTNING);
ChainLightningTimer = urand(7000,14000);
} else ChainLightningTimer -= diff;
if (HealthBelowPct(30))
{
if (HealTimer <= diff)
{
DoCast(me, SPELL_KUR_HEALING_WAVE);
HealTimer = 5000;
} else HealTimer -= diff;
}
if (FrostShockTimer <= diff)
{
DoCast(me->getVictim(), SPELL_KUR_FROST_SHOCK);
FrostShockTimer = urand(7500,15000);
} else FrostShockTimer -= diff;
DoMeleeAttackIfReady();
}
};
};
void AddSC_nagrand()
{
new mob_shattered_rumbler();
@@ -982,4 +1168,5 @@ void AddSC_nagrand()
new mob_sparrowhawk();
new npc_corki();
new go_corkis_prison();
new npc_kurenai_captive();
}