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https://github.com/mod-playerbots/azerothcore-wotlk.git
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refactor(Scripts/ShadowLabirynth): Update Blackheart the Inciter to t… (#16049)
refactor(Scripts/ShadowLabirynth): Update Blackheart the Inciter to the new script model
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@@ -25,6 +25,7 @@ enum BlackheartTheInciter
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SPELL_INCITE_CHAOS_B = 33684, //debuff applied to each member of party
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SPELL_CHARGE = 33709,
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SPELL_WAR_STOMP = 33707,
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SPELL_LAUGHTER = 33722,
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SAY_INTRO = 0,
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SAY_AGGRO = 1,
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@@ -41,137 +42,112 @@ enum BlackheartTheInciter
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NPC_INCITE_TRIGGER = 19300
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};
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class boss_blackheart_the_inciter : public CreatureScript
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struct boss_blackheart_the_inciter : public BossAI
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{
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public:
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boss_blackheart_the_inciter() : CreatureScript("boss_blackheart_the_inciter") { }
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boss_blackheart_the_inciter(Creature* creature) : BossAI(creature, DATA_BLACKHEARTTHEINCITEREVENT) { }
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CreatureAI* GetAI(Creature* creature) const override
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bool InciteChaos;
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void Reset() override
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{
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return GetShadowLabyrinthAI<boss_blackheart_the_inciterAI>(creature);
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_Reset();
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me->SetImmuneToPC(false);
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InciteChaos = false;
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}
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struct boss_blackheart_the_inciterAI : public ScriptedAI
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void KilledUnit(Unit* victim) override
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{
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boss_blackheart_the_inciterAI(Creature* creature) : ScriptedAI(creature)
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if (victim->IsPlayer() && urand(0, 1))
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{
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instance = creature->GetInstanceScript();
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Talk(SAY_SLAY);
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}
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}
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void JustDied(Unit* /*killer*/) override
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{
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Talk(SAY_DEATH);
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_JustDied();
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}
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void JustEngagedWith(Unit* /*who*/) override
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{
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Talk(SAY_AGGRO);
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me->CallForHelp(100.0f);
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events.ScheduleEvent(EVENT_SPELL_INCITE, 24000);
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events.ScheduleEvent(EVENT_INCITE_WAIT, 15000);
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events.ScheduleEvent(EVENT_SPELL_CHARGE, urand(30000, 50000));
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events.ScheduleEvent(EVENT_SPELL_WAR_STOMP, urand(16950, 26350));
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_JustEngagedWith();
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}
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void EnterEvadeMode(EvadeReason why) override
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{
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if (InciteChaos && SelectTargetFromPlayerList(100.0f))
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return;
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CreatureAI::EnterEvadeMode(why);
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}
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void UpdateAI(uint32 diff) override
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{
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if (!UpdateVictim() && !InciteChaos)
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{
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return;
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}
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InstanceScript* instance;
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EventMap events;
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bool InciteChaos;
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void Reset() override
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events.Update(diff);
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switch (events.ExecuteEvent())
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{
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case EVENT_INCITE_WAIT:
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me->SetImmuneToPC(false);
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InciteChaos = false;
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events.Reset();
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if (instance)
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{
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instance->SetData(DATA_BLACKHEARTTHEINCITEREVENT, NOT_STARTED);
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}
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}
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void KilledUnit(Unit* victim) override
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break;
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case EVENT_SPELL_INCITE:
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{
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if (victim->GetTypeId() == TYPEID_PLAYER && urand(0, 1))
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DoCastAOE(SPELL_INCITE_CHAOS);
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DoCastSelf(SPELL_LAUGHTER, true);
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uint32 inciteTriggerID = NPC_INCITE_TRIGGER;
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std::list<HostileReference*> t_list = me->GetThreatMgr().GetThreatList();
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for (std::list<HostileReference*>::const_iterator itr = t_list.begin(); itr != t_list.end(); ++itr)
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{
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Talk(SAY_SLAY);
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}
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}
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Unit* target = ObjectAccessor::GetUnit(*me, (*itr)->getUnitGuid());
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void JustDied(Unit* /*killer*/) override
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{
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Talk(SAY_DEATH);
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if (instance)
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{
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instance->SetData(DATA_BLACKHEARTTHEINCITEREVENT, DONE);
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}
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}
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void JustEngagedWith(Unit* /*who*/) override
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{
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Talk(SAY_AGGRO);
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me->CallForHelp(100.0f);
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events.ScheduleEvent(EVENT_SPELL_INCITE, 24000);
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events.ScheduleEvent(EVENT_INCITE_WAIT, 15000);
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events.ScheduleEvent(EVENT_SPELL_CHARGE, urand(30000, 50000));
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events.ScheduleEvent(EVENT_SPELL_WAR_STOMP, urand(16950, 26350));
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if (instance)
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{
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instance->SetData(DATA_BLACKHEARTTHEINCITEREVENT, IN_PROGRESS);
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}
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}
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void EnterEvadeMode(EvadeReason why) override
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{
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if (InciteChaos && SelectTargetFromPlayerList(100.0f))
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return;
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CreatureAI::EnterEvadeMode(why);
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}
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void UpdateAI(uint32 diff) override
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{
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if (!UpdateVictim() && !InciteChaos)
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{
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return;
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}
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events.Update(diff);
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switch (events.ExecuteEvent())
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{
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case EVENT_INCITE_WAIT:
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me->SetImmuneToPC(false);
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InciteChaos = false;
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break;
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case EVENT_SPELL_INCITE:
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if (target && target->IsPlayer())
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{
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if (Creature* inciteTrigger = me->SummonCreature(inciteTriggerID++, *target, TEMPSUMMON_TIMED_DESPAWN, 15 * IN_MILLISECONDS))
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{
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DoCastAOE(SPELL_INCITE_CHAOS);
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uint32 inciteTriggerID = NPC_INCITE_TRIGGER;
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std::list<HostileReference*> t_list = me->GetThreatMgr().GetThreatList();
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for (std::list<HostileReference*>::const_iterator itr = t_list.begin(); itr != t_list.end(); ++itr)
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{
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Unit* target = ObjectAccessor::GetUnit(*me, (*itr)->getUnitGuid());
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if (target && target->IsPlayer())
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{
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if (Creature* inciteTrigger = me->SummonCreature(inciteTriggerID++, *target, TEMPSUMMON_TIMED_DESPAWN, 15 * IN_MILLISECONDS))
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{
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inciteTrigger->CastSpell(target, SPELL_INCITE_CHAOS_B, true);
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}
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}
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}
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DoResetThreatList();
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me->SetImmuneToPC(true);
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InciteChaos = true;
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events.DelayEvents(15000);
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events.RepeatEvent(urand(50000, 70000));
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events.ScheduleEvent(EVENT_INCITE_WAIT, 15000);
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break;
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inciteTrigger->CastSpell(target, SPELL_INCITE_CHAOS_B, true);
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}
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case EVENT_SPELL_CHARGE:
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DoCastRandomTarget(SPELL_CHARGE);
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events.RepeatEvent(urand(30000, 50000));
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break;
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case EVENT_SPELL_WAR_STOMP:
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DoCastAOE(SPELL_WAR_STOMP);
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events.RepeatEvent(urand(16950, 26350));
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break;
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}
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}
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if (InciteChaos)
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return;
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DoMeleeAttackIfReady();
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DoResetThreatList();
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me->SetImmuneToPC(true);
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InciteChaos = true;
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events.DelayEvents(15000);
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events.RepeatEvent(urand(50000, 70000));
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events.ScheduleEvent(EVENT_INCITE_WAIT, 15000);
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break;
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}
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};
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case EVENT_SPELL_CHARGE:
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DoCastRandomTarget(SPELL_CHARGE);
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events.RepeatEvent(urand(30000, 50000));
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break;
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case EVENT_SPELL_WAR_STOMP:
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DoCastAOE(SPELL_WAR_STOMP);
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events.RepeatEvent(urand(16950, 26350));
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break;
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}
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if (InciteChaos)
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return;
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DoMeleeAttackIfReady();
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}
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};
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void AddSC_boss_blackheart_the_inciter()
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{
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new boss_blackheart_the_inciter();
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RegisterShadowLabyrinthCreatureAI(boss_blackheart_the_inciter);
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}
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