Fix FoS/Bronjham script.
Fixes issue #1895. - summon corrupted soul fragment when Corrupt Soul completes. - update corrupted soul fragment script. - remove Heroic spell definition. They are defined in SpellDifficulty.dbc. --HG-- branch : trunk
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@@ -3164,6 +3164,9 @@ void Spell::_handle_immediate_phase()
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// process ground
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for (uint32 j = 0; j < 3; ++j)
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{
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if (m_spellInfo->Effect[j] == 0)
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continue;
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if (EffectTargetType[m_spellInfo->Effect[j]] == SPELL_REQUIRE_DEST)
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{
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if (!m_targets.HasDst()) // FIXME: this will ignore dest set in effect
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@@ -5673,6 +5673,9 @@ void AuraEffect::HandleAuraDummy(AuraApplication const * aurApp, uint8 mode, boo
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case 60244: // Blood Parrot Despawn Aura
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target->CastSpell((Unit*)NULL, GetAmount(), true, NULL, this);
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break;
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case 68839: // Corrupt Soul
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target->CastSpell(target, 68846, true, NULL, this, GetCasterGUID());
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break;
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}
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break;
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case SPELLFAMILY_MAGE:
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@@ -35,15 +35,12 @@ enum Yells
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enum Spells
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{
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SPELL_MAGIC_S_BANE = 68793,
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H_SPELL_MAGIC_S_BANE = 69050,
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SPELL_CORRUPT_SOUL = 68839,
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SPELL_CONSUME_SOUL = 68858,
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H_SPELL_CONSUME_SOUL = 69047,
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SPELL_TELEPORT = 68988,
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SPELL_FEAR = 68950,
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SPELL_SOULSTORM = 68872,
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SPELL_SOULSTORM_AURA = 68921,
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H_SPELL_SOULSTORM_AURA = 69049,
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SPELL_SHADOW_BOLT = 70043,
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};
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@@ -84,7 +81,7 @@ struct boss_bronjahmAI : public ScriptedAI
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events.Reset();
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events.ScheduleEvent(EVENT_SHADOW_BOLT, 2000);
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events.ScheduleEvent(EVENT_MAGIC_BANE, urand(8000,15000));
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events.ScheduleEvent(EVENT_CORRUPT_SOUL, urand(15000,25000));
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events.ScheduleEvent(EVENT_CORRUPT_SOUL, urand(25000,35000));
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if (pInstance)
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pInstance->SetData(DATA_BRONJAHM_EVENT, NOT_STARTED);
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@@ -124,7 +121,7 @@ struct boss_bronjahmAI : public ScriptedAI
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{
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Unit* pUnit = (*itr);
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if (pUnit && pUnit->isAlive())
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me->CastSpell(pUnit, DUNGEON_MODE(SPELL_SOULSTORM_AURA,H_SPELL_SOULSTORM_AURA), true);
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me->CastSpell(pUnit, SPELL_SOULSTORM_AURA, true);
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}
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}
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@@ -161,7 +158,7 @@ struct boss_bronjahmAI : public ScriptedAI
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DoScriptText(SAY_CORRUPT_SOUL, me);
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DoCast(pTarget,SPELL_CORRUPT_SOUL);
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}
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events.ScheduleEvent(EVENT_CORRUPT_SOUL, urand(15000,25000));
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events.ScheduleEvent(EVENT_CORRUPT_SOUL, urand(25000,35000));
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break;
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case EVENT_SOUL_STORM:
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DoScriptText(SAY_SOUL_STORM, me);
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@@ -206,23 +203,43 @@ struct mob_corrupted_soul_fragmentAI : public ScriptedAI
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ScriptedInstance* pInstance;
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uint32 uiCheckTimer;
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void Reset()
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{
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SetCombatMovement(false);
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if (pInstance)
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if (Creature* pBronjham = Unit::GetCreature(*me,pInstance->GetData64(DATA_BRONJAHM)))
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me->GetMotionMaster()->MoveChase(pBronjham);
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uiCheckTimer = 0; // first check is immediate
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}
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void MovementInform(uint32 /*type*/, uint32 /*id*/)
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void UpdateAI(const uint32 diff)
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{
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if (pInstance)
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if (Creature* pBronjham = Unit::GetCreature(*me,pInstance->GetData64(DATA_BRONJAHM)))
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DoCast(pBronjham,SPELL_CONSUME_SOUL);
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if (uiCheckTimer <= diff)
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{
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if (pInstance)
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{
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Creature* pBronjham = Unit::GetCreature(*me, pInstance->GetData64(DATA_BRONJAHM));
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if (pBronjham && pBronjham->isAlive())
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{
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if (me->GetDistance(pBronjham) < 2.0f) // TODO: how close should it be?
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{
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pBronjham->CastSpell(pBronjham, SPELL_CONSUME_SOUL, true);
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me->ForcedDespawn();
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}
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else
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{
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Position pos;
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pBronjham->GetPosition(&pos);
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me->GetMotionMaster()->Clear();
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me->GetMotionMaster()->MovePoint(0, pos);
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}
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}
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else
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me->ForcedDespawn();
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}
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uiCheckTimer = 500;
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}
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else
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uiCheckTimer -= diff;
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}
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void UpdateAI(const uint32 /*diff*/) {}
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};
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CreatureAI* GetAI_mob_corrupted_soul_fragment(Creature* pCreature)
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