Core: Cleaning up hungarian notation - Phase3: pTarget -> target
This commit is contained in:
@@ -242,8 +242,8 @@ class boss_arlokk : public CreatureScript
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me->SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, (cinfo->maxdmg +((cinfo->maxdmg/100) * 35)));
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me->UpdateDamagePhysical(BASE_ATTACK);
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if (Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
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AttackStart(pTarget);
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if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
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AttackStart(target);
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m_bIsPhaseTwo = true;
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m_bIsVanished = false;
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@@ -66,14 +66,14 @@ class boss_grilek : public CreatureScript
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{
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DoCast(me, SPELL_AVARTAR);
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Unit* pTarget = NULL;
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Unit* target = NULL;
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pTarget = SelectTarget(SELECT_TARGET_RANDOM, 1);
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target = SelectTarget(SELECT_TARGET_RANDOM, 1);
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if (DoGetThreat(me->getVictim()))
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DoModifyThreatPercent(me->getVictim(), -50);
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if (pTarget)
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AttackStart(pTarget);
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if (target)
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AttackStart(target);
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Avartar_Timer = 25000 + rand()%10000;
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} else Avartar_Timer -= diff;
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@@ -132,8 +132,8 @@ class boss_hakkar : public CreatureScript
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//CauseInsanity_Timer
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/*if (CauseInsanity_Timer <= diff)
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{
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if (Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
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DoCast(pTarget, SPELL_CAUSEINSANITY);
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if (Unit* target = SelectUnit(SELECT_TARGET_RANDOM, 0))
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DoCast(target, SPELL_CAUSEINSANITY);
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CauseInsanity_Timer = 35000 + rand()%8000;
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} else CauseInsanity_Timer -= diff;*/
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@@ -141,8 +141,8 @@ class boss_hakkar : public CreatureScript
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//WillOfHakkar_Timer
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if (WillOfHakkar_Timer <= diff)
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{
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if (Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
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DoCast(pTarget, SPELL_WILLOFHAKKAR);
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if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
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DoCast(target, SPELL_WILLOFHAKKAR);
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WillOfHakkar_Timer = 25000 + rand()%10000;
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} else WillOfHakkar_Timer -= diff;
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@@ -81,16 +81,16 @@ class boss_hazzarah : public CreatureScript
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{
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//We will summon 3 illusions that will spawn on a random gamer and attack this gamer
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//We will just use one model for the beginning
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Unit* pTarget = NULL;
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Unit* target = NULL;
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for (uint8 i = 0; i < 3; ++i)
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{
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pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
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if (!pTarget)
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target = SelectTarget(SELECT_TARGET_RANDOM, 0);
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if (!target)
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return;
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Creature* Illusion = me->SummonCreature(15163, pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 30000);
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Creature* Illusion = me->SummonCreature(15163, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 30000);
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if (Illusion)
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Illusion->AI()->AttackStart(pTarget);
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Illusion->AI()->AttackStart(target);
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}
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Illusions_Timer = 15000 + rand()%10000;
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@@ -113,10 +113,10 @@ class boss_jeklik : public CreatureScript
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{
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if (Charge_Timer <= diff)
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{
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if (Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
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if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
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{
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DoCast(pTarget, SPELL_CHARGE);
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AttackStart(pTarget);
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DoCast(target, SPELL_CHARGE);
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AttackStart(target);
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}
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Charge_Timer = 15000 + rand()%15000;
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@@ -136,25 +136,25 @@ class boss_jeklik : public CreatureScript
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if (SpawnBats_Timer <= diff)
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{
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Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
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Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0);
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Creature* Bat = NULL;
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Bat = me->SummonCreature(11368, -12291.6220f, -1380.2640f, 144.8304f, 5.483f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (pTarget && Bat) Bat ->AI()->AttackStart(pTarget);
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if (target && Bat) Bat ->AI()->AttackStart(target);
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Bat = me->SummonCreature(11368, -12289.6220f, -1380.2640f, 144.8304f, 5.483f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (pTarget && Bat) Bat ->AI()->AttackStart(pTarget);
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if (target && Bat) Bat ->AI()->AttackStart(target);
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Bat = me->SummonCreature(11368, -12293.6220f, -1380.2640f, 144.8304f, 5.483f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (pTarget && Bat) Bat ->AI()->AttackStart(pTarget);
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if (target && Bat) Bat ->AI()->AttackStart(target);
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Bat = me->SummonCreature(11368, -12291.6220f, -1380.2640f, 144.8304f, 5.483f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (pTarget && Bat) Bat ->AI()->AttackStart(pTarget);
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if (target && Bat) Bat ->AI()->AttackStart(target);
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Bat = me->SummonCreature(11368, -12289.6220f, -1380.2640f, 144.8304f, 5.483f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (pTarget && Bat) Bat ->AI()->AttackStart(pTarget);
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if (target && Bat) Bat ->AI()->AttackStart(target);
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Bat = me->SummonCreature(11368, -12293.6220f, -1380.2640f, 144.8304f, 5.483f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (pTarget && Bat) Bat ->AI()->AttackStart(pTarget);
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if (target && Bat) Bat ->AI()->AttackStart(target);
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SpawnBats_Timer = 60000;
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} else SpawnBats_Timer -= diff;
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@@ -165,9 +165,9 @@ class boss_jeklik : public CreatureScript
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{
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if (PhaseTwo && ShadowWordPain_Timer <= diff)
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{
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if (Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
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if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
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{
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DoCast(pTarget, SPELL_SHADOW_WORD_PAIN);
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DoCast(target, SPELL_SHADOW_WORD_PAIN);
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ShadowWordPain_Timer = 12000 + rand()%6000;
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}
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}ShadowWordPain_Timer -=diff;
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@@ -194,13 +194,13 @@ class boss_jeklik : public CreatureScript
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if (SpawnFlyingBats_Timer <= diff)
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{
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Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
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if (!pTarget)
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Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0);
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if (!target)
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return;
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Creature* FlyingBat = me->SummonCreature(14965, pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ()+15, 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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Creature* FlyingBat = me->SummonCreature(14965, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ()+15, 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (FlyingBat)
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FlyingBat->AI()->AttackStart(pTarget);
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FlyingBat->AI()->AttackStart(target);
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SpawnFlyingBats_Timer = 10000 + rand()%5000;
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} else SpawnFlyingBats_Timer -=diff;
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@@ -264,9 +264,9 @@ class mob_batrider : public CreatureScript
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//Bomb_Timer
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if (Bomb_Timer <= diff)
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{
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if (Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
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if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
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{
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DoCast(pTarget, SPELL_BOMB);
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DoCast(target, SPELL_BOMB);
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Bomb_Timer = 5000;
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}
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} else Bomb_Timer -= diff;
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@@ -108,13 +108,13 @@ class boss_jindo : public CreatureScript
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//Casting the delusion curse with a shade. So shade will attack the same target with the curse.
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if (Delusions_Timer <= diff)
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{
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if (Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
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if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
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{
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DoCast(pTarget, SPELL_DELUSIONSOFJINDO);
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DoCast(target, SPELL_DELUSIONSOFJINDO);
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Creature* Shade = me->SummonCreature(14986, pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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Creature* Shade = me->SummonCreature(14986, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (Shade)
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Shade->AI()->AttackStart(pTarget);
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Shade->AI()->AttackStart(target);
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}
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Delusions_Timer = 4000 + rand()%8000;
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@@ -123,43 +123,43 @@ class boss_jindo : public CreatureScript
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//Teleporting a random gamer and spawning 9 skeletons that will attack this gamer
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if (Teleport_Timer <= diff)
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{
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Unit* pTarget = NULL;
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pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
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if (pTarget && pTarget->GetTypeId() == TYPEID_PLAYER)
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Unit* target = NULL;
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target = SelectTarget(SELECT_TARGET_RANDOM, 0);
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if (target && target->GetTypeId() == TYPEID_PLAYER)
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{
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DoTeleportPlayer(pTarget, -11583.7783f, -1249.4278f, 77.5471f, 4.745f);
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DoTeleportPlayer(target, -11583.7783f, -1249.4278f, 77.5471f, 4.745f);
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if (DoGetThreat(me->getVictim()))
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DoModifyThreatPercent(pTarget, -100);
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DoModifyThreatPercent(target, -100);
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Creature* Skeletons;
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Skeletons = me->SummonCreature(14826, pTarget->GetPositionX()+2, pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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Skeletons = me->SummonCreature(14826, target->GetPositionX()+2, target->GetPositionY(), target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (Skeletons)
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Skeletons->AI()->AttackStart(pTarget);
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Skeletons = me->SummonCreature(14826, pTarget->GetPositionX()-2, pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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Skeletons->AI()->AttackStart(target);
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Skeletons = me->SummonCreature(14826, target->GetPositionX()-2, target->GetPositionY(), target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (Skeletons)
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Skeletons->AI()->AttackStart(pTarget);
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Skeletons = me->SummonCreature(14826, pTarget->GetPositionX()+4, pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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Skeletons->AI()->AttackStart(target);
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Skeletons = me->SummonCreature(14826, target->GetPositionX()+4, target->GetPositionY(), target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (Skeletons)
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Skeletons->AI()->AttackStart(pTarget);
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Skeletons = me->SummonCreature(14826, pTarget->GetPositionX()-4, pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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Skeletons->AI()->AttackStart(target);
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Skeletons = me->SummonCreature(14826, target->GetPositionX()-4, target->GetPositionY(), target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (Skeletons)
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Skeletons->AI()->AttackStart(pTarget);
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Skeletons = me->SummonCreature(14826, pTarget->GetPositionX(), pTarget->GetPositionY()+2, pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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Skeletons->AI()->AttackStart(target);
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Skeletons = me->SummonCreature(14826, target->GetPositionX(), target->GetPositionY()+2, target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (Skeletons)
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Skeletons->AI()->AttackStart(pTarget);
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Skeletons = me->SummonCreature(14826, pTarget->GetPositionX(), pTarget->GetPositionY()-2, pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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Skeletons->AI()->AttackStart(target);
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Skeletons = me->SummonCreature(14826, target->GetPositionX(), target->GetPositionY()-2, target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (Skeletons)
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Skeletons->AI()->AttackStart(pTarget);
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Skeletons = me->SummonCreature(14826, pTarget->GetPositionX(), pTarget->GetPositionY()+4, pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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Skeletons->AI()->AttackStart(target);
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Skeletons = me->SummonCreature(14826, target->GetPositionX(), target->GetPositionY()+4, target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (Skeletons)
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Skeletons->AI()->AttackStart(pTarget);
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Skeletons = me->SummonCreature(14826, pTarget->GetPositionX(), pTarget->GetPositionY()-4, pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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Skeletons->AI()->AttackStart(target);
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Skeletons = me->SummonCreature(14826, target->GetPositionX(), target->GetPositionY()-4, target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (Skeletons)
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Skeletons->AI()->AttackStart(pTarget);
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Skeletons = me->SummonCreature(14826, pTarget->GetPositionX()+3, pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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Skeletons->AI()->AttackStart(target);
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Skeletons = me->SummonCreature(14826, target->GetPositionX()+3, target->GetPositionY(), target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (Skeletons)
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Skeletons->AI()->AttackStart(pTarget);
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Skeletons->AI()->AttackStart(target);
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}
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Teleport_Timer = 15000 + rand()%8000;
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@@ -118,37 +118,37 @@ class boss_marli : public CreatureScript
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{
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DoScriptText(SAY_SPIDER_SPAWN, me);
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Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
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if (!pTarget)
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Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0);
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if (!target)
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return;
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Creature* Spider = NULL;
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Spider = me->SummonCreature(15041, pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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Spider = me->SummonCreature(15041, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (Spider)
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Spider->AI()->AttackStart(pTarget);
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Spider = me->SummonCreature(15041, pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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Spider->AI()->AttackStart(target);
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Spider = me->SummonCreature(15041, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (Spider)
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Spider->AI()->AttackStart(pTarget);
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Spider = me->SummonCreature(15041, pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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Spider->AI()->AttackStart(target);
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Spider = me->SummonCreature(15041, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (Spider)
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Spider->AI()->AttackStart(pTarget);
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Spider = me->SummonCreature(15041, pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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Spider->AI()->AttackStart(target);
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Spider = me->SummonCreature(15041, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (Spider)
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Spider->AI()->AttackStart(pTarget);
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Spider->AI()->AttackStart(target);
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Spawned = true;
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} else SpawnStartSpiders_Timer -= diff;
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if (SpawnSpider_Timer <= diff)
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{
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Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
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if (!pTarget)
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Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0);
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if (!target)
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return;
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Creature* Spider = me->SummonCreature(15041, pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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Creature* Spider = me->SummonCreature(15041, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
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if (Spider)
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Spider->AI()->AttackStart(pTarget);
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Spider->AI()->AttackStart(target);
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SpawnSpider_Timer = 12000 + rand()%5000;
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} else SpawnSpider_Timer -= diff;
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@@ -173,21 +173,21 @@ class boss_marli : public CreatureScript
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{
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if (Charge_Timer <= diff)
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{
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Unit* pTarget = NULL;
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Unit* target = NULL;
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int i = 0;
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while (i < 3) // max 3 tries to get a random target with power_mana
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{
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++i;
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pTarget = SelectTarget(SELECT_TARGET_RANDOM, 1, 100, true); // not aggro leader
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if (pTarget && pTarget->getPowerType() == POWER_MANA)
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target = SelectTarget(SELECT_TARGET_RANDOM, 1, 100, true); // not aggro leader
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if (target && target->getPowerType() == POWER_MANA)
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i = 3;
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}
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if (pTarget)
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if (target)
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{
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DoCast(pTarget, SPELL_CHARGE);
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//me->GetMap()->CreatureRelocation(me, pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), 0);
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//me->SendMonsterMove(pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, true, 1);
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AttackStart(pTarget);
|
||||
DoCast(target, SPELL_CHARGE);
|
||||
//me->GetMap()->CreatureRelocation(me, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), 0);
|
||||
//me->SendMonsterMove(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), 0, true, 1);
|
||||
AttackStart(target);
|
||||
}
|
||||
|
||||
Charge_Timer = 8000;
|
||||
|
||||
@@ -92,12 +92,12 @@ class boss_renataki : public CreatureScript
|
||||
{
|
||||
if (Ambush_Timer <= diff)
|
||||
{
|
||||
Unit* pTarget = NULL;
|
||||
pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
|
||||
if (pTarget)
|
||||
Unit* target = NULL;
|
||||
target = SelectTarget(SELECT_TARGET_RANDOM, 0);
|
||||
if (target)
|
||||
{
|
||||
DoTeleportTo(pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ());
|
||||
DoCast(pTarget, SPELL_AMBUSH);
|
||||
DoTeleportTo(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ());
|
||||
DoCast(target, SPELL_AMBUSH);
|
||||
}
|
||||
|
||||
Ambushed = true;
|
||||
@@ -126,14 +126,14 @@ class boss_renataki : public CreatureScript
|
||||
{
|
||||
if (Aggro_Timer <= diff)
|
||||
{
|
||||
Unit* pTarget = NULL;
|
||||
pTarget = SelectTarget(SELECT_TARGET_RANDOM, 1);
|
||||
Unit* target = NULL;
|
||||
target = SelectTarget(SELECT_TARGET_RANDOM, 1);
|
||||
|
||||
if (DoGetThreat(me->getVictim()))
|
||||
DoModifyThreatPercent(me->getVictim(), -50);
|
||||
|
||||
if (pTarget)
|
||||
AttackStart(pTarget);
|
||||
if (target)
|
||||
AttackStart(target);
|
||||
|
||||
Aggro_Timer = 7000 + rand()%13000;
|
||||
} else Aggro_Timer -= diff;
|
||||
|
||||
@@ -219,11 +219,11 @@ class boss_thekal : public CreatureScript
|
||||
{
|
||||
if (Charge_Timer <= diff)
|
||||
{
|
||||
if (Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
|
||||
if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
|
||||
{
|
||||
DoCast(pTarget, SPELL_CHARGE);
|
||||
DoCast(target, SPELL_CHARGE);
|
||||
DoResetThreat();
|
||||
AttackStart(pTarget);
|
||||
AttackStart(target);
|
||||
}
|
||||
|
||||
Charge_Timer = 15000 + rand()%7000;
|
||||
|
||||
@@ -70,9 +70,9 @@ class boss_wushoolay : public CreatureScript
|
||||
//LightningWave_Timer
|
||||
if (LightningWave_Timer <= diff)
|
||||
{
|
||||
Unit* pTarget = NULL;
|
||||
pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
|
||||
if (pTarget) DoCast(pTarget, SPELL_LIGHTNINGWAVE);
|
||||
Unit* target = NULL;
|
||||
target = SelectTarget(SELECT_TARGET_RANDOM, 0);
|
||||
if (target) DoCast(target, SPELL_LIGHTNINGWAVE);
|
||||
|
||||
LightningWave_Timer = 12000 + rand()%4000;
|
||||
} else LightningWave_Timer -= diff;
|
||||
|
||||
Reference in New Issue
Block a user