* Added Skeletons movements in Prince Keleseth event

* Typo in ScriptMgr.cpp.

--HG--
branch : trunk
This commit is contained in:
Muhaha
2009-02-11 13:13:43 +01:00
parent 58bb445c79
commit 8a8e39a571
2 changed files with 18 additions and 5 deletions
+2 -2
View File
@@ -572,7 +572,7 @@ extern void AddSC_ungoro_crater();
//Utgarde Keep
extern void AddSC_boss_keleseth();
extern void AddSC_instance_utgarde_keep()
extern void AddSC_instance_utgarde_keep();
//Wailing caverns
@@ -1787,7 +1787,7 @@ void ScriptsInit()
//Utgarde Keep
AddSC_boss_keleseth();
AddSC_instance_utgarde_keep()
AddSC_instance_utgarde_keep();
//Wailing caverns
@@ -19,7 +19,7 @@
/* ScriptData
SDName: Boss_Prince_Keleseth
SD%Complete: 80
SDComment: Normal and Heroic Support. Needs Prince Movements, Needs skeletons resurrection, Needs adjustments to blizzlike timers, Needs adjustments to use spell though. Needs Shadowbolt
SDComment: Normal and Heroic Support. Needs Prince Movements, Needs skeletons resurrection, Needs adjustments to blizzlike timers, Needs adjustments to use spell though. Needs Shadowbolt castbar
SDCategory: Utgarde Keep
EndScriptData */
@@ -50,6 +50,8 @@ float SkeletonSpawnPoint[5][5]=
{156.2559, 259.2093},
};
float AttackLoc[3]={197.636, 194.046, 40.8164};
struct TRINITY_DLL_DECL mob_frost_tombAI : public ScriptedAI
{
mob_frost_tombAI(Creature *c) : ScriptedAI(c)
@@ -92,9 +94,12 @@ struct TRINITY_DLL_DECL boss_kelesethAI : public ScriptedAI
uint32 FrostTombTimer;
uint32 SummonSkeletonsTimer;
uint32 RespawnSkeletonsTimer;
uint32 ShadowboltTimer;
uint64 SkeletonGUID[5];
bool Skeletons;
bool Heroic;
bool RespawnSkeletons;
void Reset()
{
@@ -153,10 +158,18 @@ struct TRINITY_DLL_DECL boss_kelesethAI : public ScriptedAI
if((SummonSkeletonsTimer < diff) && !Skeletons)
{
DoScriptText(SAY_SKELETONS, m_creature);
Creature* Skeleton;
DoScriptText(SAY_SKELETONS, m_creature);
for(uint8 i = 0; i < 5; ++i)
{
Creature* Skeleton = m_creature->SummonCreature(CREATURE_SKELETON, SkeletonSpawnPoint[i][0], SkeletonSpawnPoint[i][1] , SKELETONSPAWN_Z, 0, TEMPSUMMON_MANUAL_DESPAWN,0);
Skeleton = m_creature->SummonCreature(CREATURE_SKELETON, SkeletonSpawnPoint[i][0], SkeletonSpawnPoint[i][1] , SKELETONSPAWN_Z, 0, TEMPSUMMON_MANUAL_DESPAWN,0);
if(Skeleton)
{
Skeleton->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
Skeleton->GetMotionMaster()->MovePoint(0, m_creature->GetPositionX(), m_creature->GetPositionY() , m_creature->GetPositionZ());
Skeleton->AddThreat(m_creature, 0.0f);
DoZoneInCombat(Skeleton);
}
}
Skeletons = true;
}else SummonSkeletonsTimer -= diff;