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fix(Scripts/SerpentshrineCavern): The Lurker should emerge once all a… (#17984)
fix(Scripts/SerpentshrineCavern): The Lurker should emerge once all adds are dead
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@@ -120,6 +120,14 @@ struct boss_the_lurker_below : public BossAI
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SchedulerPhaseOne(38800ms, 91000ms);
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}
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void SummonedCreatureDies(Creature* /*summon*/, Unit* /*killer*/) override
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{
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if (!summons.IsAnyCreatureAlive())
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{
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SchedulerPhaseTwo(1s);
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}
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}
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void SchedulerPhaseOne(std::chrono::milliseconds spoutTimer, std::chrono::milliseconds p2Timer)
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{
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scheduler.Schedule(10900ms, GROUP_GEYSER, [this](TaskContext context)
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@@ -158,13 +166,13 @@ struct boss_the_lurker_below : public BossAI
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//needs sniffed spell probably
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me->SummonCreature(i < 6 ? NPC_COILFANG_AMBUSHER : NPC_COILFANG_GUARDIAN, positions[i].GetPositionX(), positions[i].GetPositionY(), positions[i].GetPositionZ(), positions[i].GetAngle(me), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 10000);
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}
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SchedulerPhaseTwo();
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SchedulerPhaseTwo(60s);
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});
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}
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void SchedulerPhaseTwo()
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void SchedulerPhaseTwo(Milliseconds timer)
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{
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scheduler.Schedule(60s, [this](TaskContext)
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scheduler.Schedule(timer, [this](TaskContext)
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{
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me->setAttackTimer(BASE_ATTACK, 6000);
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me->SetStandState(UNIT_STAND_STATE_STAND);
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