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