fix(DB/SAI):Twilight Discipline and Twilight Thug scripts(talks an… (#8023)

Co-authored-by: Skjalf <47818697+Nyeriah@users.noreply.github.com>
This commit is contained in:
Ragelezz
2021-11-05 06:51:13 +02:00
committed by GitHub
parent 79d40424f5
commit 10ec5a802d
2 changed files with 129 additions and 117 deletions

View File

@@ -28,31 +28,31 @@ npc_prospector_remtravel
EndContentData */
#include "Player.h"
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "ScriptedEscortAI.h"
#include "ScriptedFollowerAI.h"
#include "ScriptedGossip.h"
#include "ScriptMgr.h"
#include "SpellInfo.h"
// Ours
enum murkdeep
{
NPC_GREYMIST_HUNTER = 2206,
NPC_GREYMIST_WARRIOR = 2205,
NPC_GREYMIST_COASTRUNNER = 2202,
NPC_GREYMIST_HUNTER = 2206,
NPC_GREYMIST_WARRIOR = 2205,
NPC_GREYMIST_COASTRUNNER = 2202,
SPELL_SUNDER_ARMOR = 11971,
SPELL_NET = 6533,
SPELL_SUNDER_ARMOR = 11971,
SPELL_NET = 6533,
EVENT_SPELL_SUNDER_ARMOR = 2,
EVENT_SPELL_NET = 3,
EVENT_SPELL_SUNDER_ARMOR = 2,
EVENT_SPELL_NET = 3,
};
class npc_murkdeep : public CreatureScript
{
public:
npc_murkdeep() : CreatureScript("npc_murkdeep") { }
npc_murkdeep() : CreatureScript("npc_murkdeep") {}
CreatureAI* GetAI(Creature* creature) const override
{
@@ -63,14 +63,14 @@ public:
{
npc_murkdeepAI(Creature* c) : ScriptedAI(c) {}
uint8 phase;
uint32 spawnTimer;
uint8 phase;
uint32 spawnTimer;
EventMap events;
void Reset() override
{
spawnTimer = 0;
phase = 0;
phase = 0;
me->SetVisible(false);
me->SetReactState(REACT_PASSIVE);
}
@@ -90,48 +90,48 @@ public:
spawnTimer = 0;
switch (phase)
{
case 0:
if (!me->FindNearestCreature(NPC_GREYMIST_WARRIOR, 80.0f, true) && !me->FindNearestCreature(NPC_GREYMIST_HUNTER, 80.0f, true))
{
Player* player = me->SelectNearestPlayer(100.0f);
if (!player)
return;
case 0:
if (!me->FindNearestCreature(NPC_GREYMIST_WARRIOR, 80.0f, true) && !me->FindNearestCreature(NPC_GREYMIST_HUNTER, 80.0f, true))
{
Player* player = me->SelectNearestPlayer(100.0f);
if (!player)
return;
phase++;
for (int i = 0; i < 3; ++i)
if (Creature* cr = me->SummonCreature(NPC_GREYMIST_COASTRUNNER, me->GetPositionX() + irand(-5, 5), me->GetPositionY() + irand(-5, 5), me->GetPositionZ(), 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000))
cr->AI()->AttackStart(player);
}
return;
case 1:
if (!me->FindNearestCreature(NPC_GREYMIST_COASTRUNNER, 80.0f))
{
Player* player = me->SelectNearestPlayer(100.0f);
if (!player)
return;
phase++;
for (int i = 0; i < 2; ++i)
if (Creature* cr = me->SummonCreature(NPC_GREYMIST_WARRIOR, me->GetPositionX() + irand(-5, 5), me->GetPositionY() + irand(-5, 5), me->GetPositionZ(), 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000))
cr->AI()->AttackStart(player);
}
return;
case 2:
if (!me->FindNearestCreature(NPC_GREYMIST_WARRIOR, 80.0f))
{
Player* player = me->SelectNearestPlayer(100.0f);
if (!player)
return;
phase++;
if (Creature* cr = me->SummonCreature(NPC_GREYMIST_HUNTER, me->GetPositionX() + irand(-5, 5), me->GetPositionY() + irand(-5, 5), me->GetPositionZ(), 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000))
phase++;
for (int i = 0; i < 3; ++i)
if (Creature* cr = me->SummonCreature(NPC_GREYMIST_COASTRUNNER, me->GetPositionX() + irand(-5, 5), me->GetPositionY() + irand(-5, 5), me->GetPositionZ(), 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000))
cr->AI()->AttackStart(player);
}
return;
case 1:
if (!me->FindNearestCreature(NPC_GREYMIST_COASTRUNNER, 80.0f))
{
Player* player = me->SelectNearestPlayer(100.0f);
if (!player)
return;
me->SetReactState(REACT_AGGRESSIVE);
me->SetVisible(true);
AttackStart(player);
}
return;
phase++;
for (int i = 0; i < 2; ++i)
if (Creature* cr = me->SummonCreature(NPC_GREYMIST_WARRIOR, me->GetPositionX() + irand(-5, 5), me->GetPositionY() + irand(-5, 5), me->GetPositionZ(), 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000))
cr->AI()->AttackStart(player);
}
return;
case 2:
if (!me->FindNearestCreature(NPC_GREYMIST_WARRIOR, 80.0f))
{
Player* player = me->SelectNearestPlayer(100.0f);
if (!player)
return;
phase++;
if (Creature* cr = me->SummonCreature(NPC_GREYMIST_HUNTER, me->GetPositionX() + irand(-5, 5), me->GetPositionY() + irand(-5, 5), me->GetPositionZ(), 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000))
cr->AI()->AttackStart(player);
me->SetReactState(REACT_AGGRESSIVE);
me->SetVisible(true);
AttackStart(player);
}
return;
}
}
@@ -144,14 +144,14 @@ public:
events.Update(diff);
switch (events.ExecuteEvent())
{
case EVENT_SPELL_SUNDER_ARMOR:
me->CastSpell(me->GetVictim(), SPELL_SUNDER_ARMOR, false);
events.ScheduleEvent(EVENT_SPELL_SUNDER_ARMOR, 15000);
break;
case EVENT_SPELL_NET:
me->CastSpell(me->GetVictim(), SPELL_NET, false);
events.ScheduleEvent(EVENT_SPELL_NET, 25000);
break;
case EVENT_SPELL_SUNDER_ARMOR:
me->CastSpell(me->GetVictim(), SPELL_SUNDER_ARMOR, false);
events.ScheduleEvent(EVENT_SPELL_SUNDER_ARMOR, 15000);
break;
case EVENT_SPELL_NET:
me->CastSpell(me->GetVictim(), SPELL_NET, false);
events.ScheduleEvent(EVENT_SPELL_NET, 25000);
break;
}
DoMeleeAttackIfReady();
@@ -183,11 +183,11 @@ enum Kerlonian
class npc_kerlonian : public CreatureScript
{
public:
npc_kerlonian() : CreatureScript("npc_kerlonian") { }
npc_kerlonian() : CreatureScript("npc_kerlonian") {}
struct npc_kerlonianAI : public FollowerAI
{
npc_kerlonianAI(Creature* creature) : FollowerAI(creature) { }
npc_kerlonianAI(Creature* creature) : FollowerAI(creature) {}
uint32 FallAsleepTimer;
@@ -321,13 +321,13 @@ enum Remtravel
class npc_prospector_remtravel : public CreatureScript
{
public:
npc_prospector_remtravel() : CreatureScript("npc_prospector_remtravel") { }
npc_prospector_remtravel() : CreatureScript("npc_prospector_remtravel") {}
struct npc_prospector_remtravelAI : public npc_escortAI
{
npc_prospector_remtravelAI(Creature* creature) : npc_escortAI(creature) { }
npc_prospector_remtravelAI(Creature* creature) : npc_escortAI(creature) {}
void Reset() override { }
void Reset() override {}
void EnterCombat(Unit* who) override
{
@@ -337,8 +337,8 @@ public:
void JustSummoned(Creature* /*pSummoned*/) override
{
//unsure if it should be any
//pSummoned->AI()->AttackStart(me);
// unsure if it should be any
// pSummoned->AI()->AttackStart(me);
}
void WaypointReached(uint32 waypointId) override
@@ -347,57 +347,57 @@ public:
{
switch (waypointId)
{
case 0:
Talk(SAY_REM_START, player);
break;
case 5:
Talk(SAY_REM_RAMP1_1, player);
break;
case 6:
DoSpawnCreature(NPC_GRAVEL_SCOUT, -10.0f, 5.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
DoSpawnCreature(NPC_GRAVEL_BONE, -10.0f, 7.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
break;
case 9:
Talk(SAY_REM_RAMP1_2, player);
break;
case 14:
//depend quest rewarded?
Talk(SAY_REM_BOOK, player);
break;
case 15:
Talk(SAY_REM_TENT1_1, player);
break;
case 16:
DoSpawnCreature(NPC_GRAVEL_SCOUT, -10.0f, 5.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
DoSpawnCreature(NPC_GRAVEL_BONE, -10.0f, 7.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
break;
case 17:
Talk(SAY_REM_TENT1_2, player);
break;
case 26:
Talk(SAY_REM_MOSS, player);
break;
case 27:
Talk(EMOTE_REM_MOSS, player);
break;
case 28:
Talk(SAY_REM_MOSS_PROGRESS, player);
break;
case 29:
DoSpawnCreature(NPC_GRAVEL_SCOUT, -15.0f, 3.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
DoSpawnCreature(NPC_GRAVEL_BONE, -15.0f, 5.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
DoSpawnCreature(NPC_GRAVEL_GEO, -15.0f, 7.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
break;
case 31:
Talk(SAY_REM_PROGRESS, player);
break;
case 41:
Talk(SAY_REM_REMEMBER, player);
break;
case 42:
Talk(EMOTE_REM_END, player);
player->GroupEventHappens(QUEST_ABSENT_MINDED_PT2, me);
break;
case 0:
Talk(SAY_REM_START, player);
break;
case 5:
Talk(SAY_REM_RAMP1_1, player);
break;
case 6:
DoSpawnCreature(NPC_GRAVEL_SCOUT, -10.0f, 5.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
DoSpawnCreature(NPC_GRAVEL_BONE, -10.0f, 7.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
break;
case 9:
Talk(SAY_REM_RAMP1_2, player);
break;
case 14:
// depend quest rewarded?
Talk(SAY_REM_BOOK, player);
break;
case 15:
Talk(SAY_REM_TENT1_1, player);
break;
case 16:
DoSpawnCreature(NPC_GRAVEL_SCOUT, -10.0f, 5.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
DoSpawnCreature(NPC_GRAVEL_BONE, -10.0f, 7.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
break;
case 17:
Talk(SAY_REM_TENT1_2, player);
break;
case 26:
Talk(SAY_REM_MOSS, player);
break;
case 27:
Talk(EMOTE_REM_MOSS, player);
break;
case 28:
Talk(SAY_REM_MOSS_PROGRESS, player);
break;
case 29:
DoSpawnCreature(NPC_GRAVEL_SCOUT, -15.0f, 3.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
DoSpawnCreature(NPC_GRAVEL_BONE, -15.0f, 5.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
DoSpawnCreature(NPC_GRAVEL_GEO, -15.0f, 7.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
break;
case 31:
Talk(SAY_REM_PROGRESS, player);
break;
case 41:
Talk(SAY_REM_REMEMBER, player);
break;
case 42:
Talk(EMOTE_REM_END, player);
player->GroupEventHappens(QUEST_ABSENT_MINDED_PT2, me);
break;
}
}
}