*Halls of Lightning update, Loken script from SD2 (thanks manuel)
--HG-- branch : trunk
This commit is contained in:
@@ -661,6 +661,7 @@ extern void AddSC_boss_razorscale();
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//Halls of lightning
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extern void AddSC_boss_bjarngrim();
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extern void AddSC_boss_loken();
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//Region
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extern void AddSC_wintergrasp();
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@@ -1580,6 +1581,7 @@ void ScriptsInit(char const* cfg_file = "trinitycore.conf")
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//Halls of lightning
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AddSC_boss_bjarngrim();
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AddSC_boss_loken();
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//Region
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AddSC_wintergrasp();
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@@ -1,66 +1,113 @@
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/* Script Data Start
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SDName: Boss loken
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SDAuthor: LordVanMartin
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SD%Complete:
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SDComment:
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SDCategory:
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Script Data End */
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/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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/* ScriptData
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SDName: Boss Loken
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SD%Complete: 60%
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SDComment: Missing intro. Remove hack of Pulsing Shockwave when core supports. Aura is not working (59414)
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SDCategory: Halls of Lightning
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EndScriptData */
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/*** SQL START ***
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update creature_template set scriptname = 'boss_loken' where entry = '';
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*** SQL END ***/
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#include "precompiled.h"
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#include "def_halls_of_lightning.h"
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//Spells
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#define SPELL_ARC_NOVA 52921
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//Effect #1 School Damage (Nature), Value: 3238 to 3762
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//Effect #2 Apply Aura: Dummy, Value: 3238 to 3762, Server-side script
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enum
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{
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SAY_AGGRO = -1602018,
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SAY_INTRO_1 = -1602019,
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SAY_INTRO_2 = -1602020,
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SAY_SLAY_1 = -1602021,
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SAY_SLAY_2 = -1602022,
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SAY_SLAY_3 = -1602023,
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SAY_DEATH = -1602024,
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SAY_NOVA_1 = -1602025,
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SAY_NOVA_2 = -1602026,
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SAY_NOVA_3 = -1602027,
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SAY_75HEALTH = -1602028,
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SAY_50HEALTH = -1602029,
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SAY_25HEALTH = -1602030,
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EMOTE_NOVA = -1602031,
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#define SPELL_LIGHTNING_NOVA 52960
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#define SPELL_LIGHTNING_NOVA_2 59835
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SPELL_ARC_LIGHTNING = 52921,
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SPELL_LIGHTNING_NOVA_N = 52960,
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SPELL_LIGHTNING_NOVA_H = 59835,
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//Yell
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#define SAY_AGGRO -1602015
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#define SAY_INTRO_1 -1602016
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#define SAY_INTRO_2 -1602017
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#define SAY_SLAY_1 -1602018
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#define SAY_SLAY_2 -1602019
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#define SAY_SLAY_3 -1602020
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#define SAY_DEATH -1602021
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#define SAY_NOVA_1 -1602022
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#define SAY_NOVA_2 -1602023
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#define SAY_NOVA_3 -1602024
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#define SAY_75HEALTH -1602025
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#define SAY_50HEALTH -1602026
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#define SAY_25HEALTH -1602027
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SPELL_PULSING_SHOCKWAVE_N = 52961,
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SPELL_PULSING_SHOCKWAVE_H = 59836,
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SPELL_PULSING_SHOCKWAVE_AURA = 59414
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};
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/*######
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## Boss Loken
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######*/
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struct TRINITY_DLL_DECL boss_lokenAI : public ScriptedAI
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{
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boss_lokenAI(Creature *c) : ScriptedAI(c) {}
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boss_lokenAI(Creature *pCreature) : ScriptedAI(pCreature)
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{
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m_pInstance = (ScriptedInstance*)pCreature->GetInstanceData();
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m_bIsHeroic = pCreature->GetMap()->IsHeroic();
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Reset();
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}
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void Reset() {}
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void EnterCombat(Unit* who)
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ScriptedInstance* m_pInstance;
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bool m_bIsHeroic;
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bool m_bIsAura;
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uint32 m_uiArcLightning_Timer;
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uint32 m_uiLightningNova_Timer;
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uint32 m_uiPulsingShockwave_Timer;
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uint32 m_uiResumePulsingShockwave_Timer;
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uint32 m_uiHealthAmountModifier;
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void Reset()
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{
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m_bIsAura = false;
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m_uiArcLightning_Timer = 15000;
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m_uiLightningNova_Timer = 20000;
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m_uiPulsingShockwave_Timer = 2000;
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m_uiResumePulsingShockwave_Timer = 15000;
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m_uiHealthAmountModifier = 1;
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if (m_pInstance)
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m_pInstance->SetData(TYPE_LOKEN, NOT_STARTED);
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}
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void EnterCombat(Unit* pWho)
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{
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DoScriptText(SAY_AGGRO, m_creature);
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}
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void AttackStart(Unit* who) {}
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void MoveInLineOfSight(Unit* who) {}
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void UpdateAI(const uint32 diff)
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{
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//Return since we have no target
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if(!UpdateVictim())
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return;
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DoMeleeAttackIfReady();
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if (m_pInstance)
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m_pInstance->SetData(TYPE_LOKEN, IN_PROGRESS);
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}
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void JustDied(Unit* killer)
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void JustDied(Unit* pKiller)
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{
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DoScriptText(SAY_DEATH, m_creature);
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if (m_pInstance)
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m_pInstance->SetData(TYPE_LOKEN, DONE);
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}
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void KilledUnit(Unit *victim)
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void KilledUnit(Unit* pVictim)
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{
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if(victim == m_creature)
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return;
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switch(rand()%3)
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{
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case 0: DoScriptText(SAY_SLAY_1, m_creature);break;
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@@ -68,11 +115,106 @@ struct TRINITY_DLL_DECL boss_lokenAI : public ScriptedAI
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case 2: DoScriptText(SAY_SLAY_3, m_creature);break;
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}
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}
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void UpdateAI(const uint32 uiDiff)
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{
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//Return since we have no target
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if(!UpdateVictim())
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return;
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if (m_bIsAura)
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{
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// workaround for PULSING_SHOCKWAVE
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if (m_uiPulsingShockwave_Timer < uiDiff)
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{
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Map *map = m_creature->GetMap();
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if (map->IsDungeon())
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{
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Map::PlayerList const &PlayerList = map->GetPlayers();
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if (PlayerList.isEmpty())
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return;
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for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
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if (i->getSource()->isAlive() && i->getSource()->isTargetableForAttack())
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{
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int32 dmg;
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float m_fDist = m_creature->GetDistance(i->getSource());
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if (m_fDist <= 1.0f) // Less than 1 yard
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dmg = (m_bIsHeroic ? 850 : 800); // need to correct damage
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else // Further from 1 yard
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dmg = ((m_bIsHeroic ? 250 : 200) * m_fDist) + (m_bIsHeroic ? 850 : 800); // need to correct damage
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m_creature->CastCustomSpell(i->getSource(), (m_bIsHeroic ? 59837 : 52942), &dmg, 0, 0, false);
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}
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}
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m_uiPulsingShockwave_Timer = 2000;
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}else m_uiPulsingShockwave_Timer -= uiDiff;
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}
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else
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{
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if (m_uiResumePulsingShockwave_Timer < uiDiff)
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{
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//breaks at movement, can we assume when it's time, this spell is casted and also must stop movement?
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m_creature->CastSpell(m_creature, SPELL_PULSING_SHOCKWAVE_AURA, true);
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DoCast(m_creature, m_bIsHeroic ? SPELL_PULSING_SHOCKWAVE_H : SPELL_PULSING_SHOCKWAVE_N); // need core support
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m_bIsAura = true;
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m_uiResumePulsingShockwave_Timer = 0;
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}
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else
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m_uiResumePulsingShockwave_Timer -= uiDiff;
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}
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if (m_uiArcLightning_Timer < uiDiff)
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{
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if (Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
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DoCast(pTarget, SPELL_ARC_LIGHTNING);
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m_uiArcLightning_Timer = 15000 + rand()%1000;
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}
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else
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m_uiArcLightning_Timer -= uiDiff;
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if (m_uiLightningNova_Timer < uiDiff)
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{
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switch(rand()%3)
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{
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case 0: DoScriptText(SAY_NOVA_1, m_creature);break;
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case 1: DoScriptText(SAY_NOVA_2, m_creature);break;
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case 2: DoScriptText(SAY_NOVA_3, m_creature);break;
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}
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DoCast(m_creature, m_bIsHeroic ? SPELL_LIGHTNING_NOVA_H : SPELL_LIGHTNING_NOVA_N);
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m_bIsAura = false;
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m_uiResumePulsingShockwave_Timer = (m_bIsHeroic ? 4000 : 5000); // Pause Pulsing Shockwave aura
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m_uiLightningNova_Timer = 20000 + rand()%1000;
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}
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else
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m_uiLightningNova_Timer -= uiDiff;
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// Health check
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if ((m_creature->GetHealth()*100 / m_creature->GetMaxHealth()) < (100-(25*m_uiHealthAmountModifier)))
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{
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switch(m_uiHealthAmountModifier)
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{
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case 1: DoScriptText(SAY_75HEALTH, m_creature); break;
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case 2: DoScriptText(SAY_50HEALTH, m_creature); break;
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case 3: DoScriptText(SAY_25HEALTH, m_creature); break;
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}
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++m_uiHealthAmountModifier;
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}
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DoMeleeAttackIfReady();
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}
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};
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CreatureAI* GetAI_boss_loken(Creature *_Creature)
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CreatureAI* GetAI_boss_loken(Creature* pCreature)
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{
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return new boss_lokenAI (_Creature);
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return new boss_lokenAI(pCreature);
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}
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void AddSC_boss_loken()
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@@ -80,7 +222,7 @@ void AddSC_boss_loken()
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Script *newscript;
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newscript = new Script;
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newscript->Name="boss_loken";
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newscript->Name = "boss_loken";
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newscript->GetAI = &GetAI_boss_loken;
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newscript->RegisterSelf();
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}
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