mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-02-01 10:03:47 +00:00
refactor(Core/Scripts): restyle scripts lib with astyle (#3467)
This commit is contained in:
@@ -36,7 +36,7 @@ enum ForestFrog
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SPELL_SUMMON_AMANI_CHARM_CHEST_2 = 43756, // Amani Charm Box (186734)
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SPELL_SUMMON_MONEY_BAG = 43774, // Money Bag (186736)
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SPELL_STEALTH_ = 34189,
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// Creatures
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NPC_FOREST_FROG = 24396,
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NPC_MANNUTH = 24397,
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@@ -116,235 +116,321 @@ enum ForestFrog
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class npc_forest_frog : public CreatureScript
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{
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public:
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public:
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npc_forest_frog() : CreatureScript("npc_forest_frog") { }
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npc_forest_frog() : CreatureScript("npc_forest_frog") { }
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struct npc_forest_frogAI : public ScriptedAI
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struct npc_forest_frogAI : public ScriptedAI
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{
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npc_forest_frogAI(Creature* creature) : ScriptedAI(creature)
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{
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npc_forest_frogAI(Creature* creature) : ScriptedAI(creature)
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{
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instance = creature->GetInstanceScript();
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}
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InstanceScript* instance;
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EventMap events;
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uint8 eventTimer;
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uint64 PlayerGUID;
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void Reset() override { }
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void EnterCombat(Unit* /*who*/) override { }
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void MovementInform(uint32 type, uint32 data) override
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{
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if (type == POINT_MOTION_TYPE && data == POINT_DESPAWN)
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me->DespawnOrUnsummon(1000);
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}
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void UpdateAI(uint32 diff) override
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{
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events.Update(diff);
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if (eventTimer)
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{
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Player* player = me->GetMap()->GetPlayer(PlayerGUID);
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switch (events.ExecuteEvent())
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{
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case 1:
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switch (me->GetEntry())
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{
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case NPC_MANNUTH: Talk(SAY_MANNUTH_0, player); break;
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case NPC_DEEZ: Talk(SAY_DEEZ_0, player); break;
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case NPC_GALATHRYN: Talk(SAY_GALATHRYN_0, player); break;
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case NPC_ADARRAH: Talk(SAY_ADARRAH_1, player); break;
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case NPC_DARWEN: Talk(SAY_DARWEN_0, player); break;
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case NPC_FUDGERICK: Talk(SAY_FUDGERICK_0, player); break;
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case NPC_GUNTER: Talk(SAY_GUNTER_0, player); break;
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case NPC_KYREN: Talk(SAY_KYREN_0, player); break;
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case NPC_MITZI: Talk(SAY_MITZI_0, player); break;
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case NPC_CHRISTIAN: Talk(SAY_CHRISTIAN_0, player); break;
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case NPC_BRENNAN: Talk(SAY_BRENNAN_0, player); break;
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case NPC_HOLLEE: Talk(SAY_HOLLEE_0, player); break;
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}
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eventTimer = 2;
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events.ScheduleEvent(eventTimer, urand(4000, 5000));
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break;
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case 2:
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if (me->GetEntry() != NPC_GUNTER && me->GetEntry() != NPC_KYREN) // vendors don't kneel?
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me->SetStandState(UNIT_STAND_STATE_KNEEL);
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switch (me->GetEntry())
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{
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case NPC_MANNUTH:
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DoCast(me, SPELL_SUMMON_AMANI_CHARM_CHEST_2, true);
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Talk(SAY_MANNUTH_1, player);
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break;
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case NPC_DEEZ:
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DoCast(me, SPELL_SUMMON_AMANI_CHARM_CHEST_2, true);
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Talk(SAY_DEEZ_1, player);
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break;
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case NPC_GALATHRYN:
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DoCast(me, SPELL_SUMMON_AMANI_CHARM_CHEST_2, true);
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Talk(SAY_GALATHRYN_1, player);
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break;
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case NPC_ADARRAH:
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DoCast(me, SPELL_SUMMON_AMANI_CHARM_CHEST_2, true);
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Talk(SAY_ADARRAH_2, player);
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break;
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case NPC_DARWEN:
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DoCast(me, SPELL_SUMMON_MONEY_BAG, true);
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me->LoadEquipment(0, true);
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Talk(SAY_DARWEN_1, player);
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break;
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case NPC_FUDGERICK:
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DoCast(me, SPELL_SUMMON_MONEY_BAG, true);
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me->LoadEquipment(0, true);
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Talk(SAY_FUDGERICK_1, player);
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break;
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case NPC_GUNTER:
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Talk(SAY_GUNTER_1, player);
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break;
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case NPC_KYREN:
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Talk(SAY_KYREN_1, player);
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break;
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case NPC_MITZI:
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DoCast(me, SPELL_SUMMON_AMANI_CHARM_CHEST_1, true);
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Talk(SAY_MITZI_1, player);
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break;
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case NPC_CHRISTIAN:
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DoCast(me, SPELL_SUMMON_AMANI_CHARM_CHEST_1, true);
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Talk(SAY_CHRISTIAN_1, player);
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break;
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case NPC_BRENNAN:
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DoCast(me, SPELL_SUMMON_AMANI_CHARM_CHEST_1, true);
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Talk(SAY_BRENNAN_1, player);
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break;
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case NPC_HOLLEE:
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DoCast(me, SPELL_SUMMON_AMANI_CHARM_CHEST_1, true);
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Talk(SAY_HOLLEE_1, player);
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break;
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}
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eventTimer = 3;
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events.ScheduleEvent(eventTimer, urand(6000, 7000));
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break;
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case 3:
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me->SetStandState(EMOTE_ONESHOT_NONE);
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switch (me->GetEntry())
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{
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case NPC_MANNUTH: Talk(SAY_MANNUTH_2, player); break;
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case NPC_DEEZ: Talk(SAY_DEEZ_2, player); break;
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case NPC_GALATHRYN: Talk(SAY_GALATHRYN_2, player); break;
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case NPC_ADARRAH: Talk(SAY_ADARRAH_3, player); break;
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case NPC_DARWEN: Talk(SAY_DARWEN_2, player); break;
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case NPC_FUDGERICK: Talk(SAY_FUDGERICK_2, player); break;
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case NPC_GUNTER: Talk(SAY_GUNTER_2, player); break;
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case NPC_KYREN: Talk(SAY_KYREN_2, player); break;
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case NPC_MITZI: Talk(SAY_MITZI_2, player); break;
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case NPC_CHRISTIAN: Talk(SAY_CHRISTIAN_2, player); break;
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case NPC_BRENNAN: Talk(SAY_BRENNAN_2, player); break;
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case NPC_HOLLEE: Talk(SAY_HOLLEE_2, player); break;
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}
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eventTimer = 4;
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if (me->GetEntry() == NPC_GUNTER || me->GetEntry() == NPC_KYREN)
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events.ScheduleEvent(eventTimer, 5*MINUTE*IN_MILLISECONDS); // vendors wait for 5 minutes before running away and despawning
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else
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events.ScheduleEvent(eventTimer, 6000);
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break;
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case 4:
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me->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
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switch (me->GetEntry())
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{
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case NPC_MANNUTH: Talk(SAY_MANNUTH_3, player); break;
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case NPC_DEEZ: Talk(SAY_DEEZ_3, player); break;
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case NPC_GALATHRYN: Talk(SAY_GALATHRYN_3, player); break;
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case NPC_ADARRAH: Talk(SAY_ADARRAH_4, player); break;
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case NPC_DARWEN: Talk(SAY_DARWEN_3, player); break;
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case NPC_FUDGERICK: Talk(SAY_FUDGERICK_3, player); break;
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case NPC_MITZI: Talk(SAY_MITZI_3, player); break;
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case NPC_CHRISTIAN: Talk(SAY_CHRISTIAN_3, player); break;
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case NPC_BRENNAN: Talk(SAY_BRENNAN_3, player); break;
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case NPC_HOLLEE: Talk(SAY_HOLLEE_3, player); break;
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}
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eventTimer = 5;
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events.ScheduleEvent(eventTimer, 2000);
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break;
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case 5:
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switch (me->GetEntry())
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{
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case NPC_ADARRAH:
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DoCast(me, SPELL_STEALTH_, true);
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break;
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}
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if (me->GetPositionY() > 1290.0f)
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me->GetMotionMaster()->MovePoint(POINT_DESPAWN, 118.2742f, 1400.657f, -9.118711f);
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else
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me->GetMotionMaster()->MovePoint(POINT_DESPAWN, 114.3155f, 1244.244f, -20.97606f);
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eventTimer = 0;
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break;
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}
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}
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}
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void DoSpawnRandom()
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{
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if (instance)
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{
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uint32 cEntry = NPC_MANNUTH;
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switch (urand(0, 9))
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{
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case 1: cEntry = NPC_DEEZ; break;
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case 2: cEntry = NPC_GALATHRYN; break;
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case 3: cEntry = NPC_ADARRAH; break;
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case 4: cEntry = NPC_FUDGERICK; break;
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case 5: cEntry = NPC_DARWEN; break;
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case 6: cEntry = NPC_MITZI; break;
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case 7: cEntry = NPC_CHRISTIAN; break;
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case 8: cEntry = NPC_BRENNAN; break;
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case 9: cEntry = NPC_HOLLEE; break;
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}
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if (!instance->GetData(TYPE_RAND_VENDOR_1) && roll_chance_i(10))
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{
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cEntry = NPC_GUNTER;
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instance->SetData(TYPE_RAND_VENDOR_1, DONE);
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}
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else if (!instance->GetData(TYPE_RAND_VENDOR_2) && roll_chance_i(10))
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{
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cEntry = NPC_KYREN;
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instance->SetData(TYPE_RAND_VENDOR_2, DONE);
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}
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// start generic rp
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eventTimer = 1;
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events.ScheduleEvent(eventTimer, 3000);
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me->UpdateEntry(cEntry);
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}
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}
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void SpellHit(Unit* caster, SpellInfo const* spell) override
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{
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if (spell->Id == SPELL_REMOVE_AMANI_CURSE && caster->GetTypeId() == TYPEID_PLAYER && me->GetEntry() == NPC_FOREST_FROG)
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{
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me->GetMotionMaster()->MoveIdle();
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me->SetFacingToObject(caster);
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PlayerGUID = caster->GetGUID();
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if (roll_chance_i(2))
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{
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DoCast(caster, SPELL_PUSH_MOJO, true);
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me->GetMotionMaster()->MovePoint(POINT_DESPAWN, caster->GetPositionX(), caster->GetPositionY(), caster->GetPositionZ());
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}
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else
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DoSpawnRandom();
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}
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}
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};
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CreatureAI* GetAI(Creature* creature) const override
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{
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return GetInstanceAI<npc_forest_frogAI>(creature);
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instance = creature->GetInstanceScript();
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}
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InstanceScript* instance;
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EventMap events;
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uint8 eventTimer;
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uint64 PlayerGUID;
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void Reset() override { }
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void EnterCombat(Unit* /*who*/) override { }
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void MovementInform(uint32 type, uint32 data) override
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{
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if (type == POINT_MOTION_TYPE && data == POINT_DESPAWN)
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me->DespawnOrUnsummon(1000);
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}
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void UpdateAI(uint32 diff) override
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{
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events.Update(diff);
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if (eventTimer)
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{
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Player* player = me->GetMap()->GetPlayer(PlayerGUID);
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switch (events.ExecuteEvent())
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{
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case 1:
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switch (me->GetEntry())
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{
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case NPC_MANNUTH:
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Talk(SAY_MANNUTH_0, player);
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break;
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case NPC_DEEZ:
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Talk(SAY_DEEZ_0, player);
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break;
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case NPC_GALATHRYN:
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Talk(SAY_GALATHRYN_0, player);
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break;
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case NPC_ADARRAH:
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Talk(SAY_ADARRAH_1, player);
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break;
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case NPC_DARWEN:
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Talk(SAY_DARWEN_0, player);
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break;
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case NPC_FUDGERICK:
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Talk(SAY_FUDGERICK_0, player);
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break;
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case NPC_GUNTER:
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Talk(SAY_GUNTER_0, player);
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break;
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case NPC_KYREN:
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Talk(SAY_KYREN_0, player);
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break;
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case NPC_MITZI:
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Talk(SAY_MITZI_0, player);
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break;
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case NPC_CHRISTIAN:
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Talk(SAY_CHRISTIAN_0, player);
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break;
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case NPC_BRENNAN:
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Talk(SAY_BRENNAN_0, player);
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break;
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case NPC_HOLLEE:
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Talk(SAY_HOLLEE_0, player);
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break;
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}
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eventTimer = 2;
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events.ScheduleEvent(eventTimer, urand(4000, 5000));
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break;
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case 2:
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if (me->GetEntry() != NPC_GUNTER && me->GetEntry() != NPC_KYREN) // vendors don't kneel?
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me->SetStandState(UNIT_STAND_STATE_KNEEL);
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switch (me->GetEntry())
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{
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case NPC_MANNUTH:
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DoCast(me, SPELL_SUMMON_AMANI_CHARM_CHEST_2, true);
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Talk(SAY_MANNUTH_1, player);
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break;
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case NPC_DEEZ:
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DoCast(me, SPELL_SUMMON_AMANI_CHARM_CHEST_2, true);
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Talk(SAY_DEEZ_1, player);
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break;
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case NPC_GALATHRYN:
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DoCast(me, SPELL_SUMMON_AMANI_CHARM_CHEST_2, true);
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Talk(SAY_GALATHRYN_1, player);
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break;
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case NPC_ADARRAH:
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DoCast(me, SPELL_SUMMON_AMANI_CHARM_CHEST_2, true);
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Talk(SAY_ADARRAH_2, player);
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break;
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case NPC_DARWEN:
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DoCast(me, SPELL_SUMMON_MONEY_BAG, true);
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me->LoadEquipment(0, true);
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Talk(SAY_DARWEN_1, player);
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break;
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case NPC_FUDGERICK:
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DoCast(me, SPELL_SUMMON_MONEY_BAG, true);
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me->LoadEquipment(0, true);
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Talk(SAY_FUDGERICK_1, player);
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break;
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case NPC_GUNTER:
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Talk(SAY_GUNTER_1, player);
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break;
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case NPC_KYREN:
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Talk(SAY_KYREN_1, player);
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break;
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case NPC_MITZI:
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DoCast(me, SPELL_SUMMON_AMANI_CHARM_CHEST_1, true);
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Talk(SAY_MITZI_1, player);
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break;
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case NPC_CHRISTIAN:
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DoCast(me, SPELL_SUMMON_AMANI_CHARM_CHEST_1, true);
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Talk(SAY_CHRISTIAN_1, player);
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break;
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case NPC_BRENNAN:
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DoCast(me, SPELL_SUMMON_AMANI_CHARM_CHEST_1, true);
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Talk(SAY_BRENNAN_1, player);
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break;
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case NPC_HOLLEE:
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DoCast(me, SPELL_SUMMON_AMANI_CHARM_CHEST_1, true);
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Talk(SAY_HOLLEE_1, player);
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break;
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}
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eventTimer = 3;
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events.ScheduleEvent(eventTimer, urand(6000, 7000));
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break;
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case 3:
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me->SetStandState(EMOTE_ONESHOT_NONE);
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switch (me->GetEntry())
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{
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case NPC_MANNUTH:
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Talk(SAY_MANNUTH_2, player);
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break;
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case NPC_DEEZ:
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Talk(SAY_DEEZ_2, player);
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break;
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case NPC_GALATHRYN:
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Talk(SAY_GALATHRYN_2, player);
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break;
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case NPC_ADARRAH:
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Talk(SAY_ADARRAH_3, player);
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break;
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case NPC_DARWEN:
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Talk(SAY_DARWEN_2, player);
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break;
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case NPC_FUDGERICK:
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Talk(SAY_FUDGERICK_2, player);
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break;
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case NPC_GUNTER:
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Talk(SAY_GUNTER_2, player);
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break;
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case NPC_KYREN:
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Talk(SAY_KYREN_2, player);
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break;
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case NPC_MITZI:
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Talk(SAY_MITZI_2, player);
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break;
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case NPC_CHRISTIAN:
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Talk(SAY_CHRISTIAN_2, player);
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break;
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case NPC_BRENNAN:
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Talk(SAY_BRENNAN_2, player);
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break;
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case NPC_HOLLEE:
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Talk(SAY_HOLLEE_2, player);
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break;
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}
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eventTimer = 4;
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if (me->GetEntry() == NPC_GUNTER || me->GetEntry() == NPC_KYREN)
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events.ScheduleEvent(eventTimer, 5 * MINUTE * IN_MILLISECONDS); // vendors wait for 5 minutes before running away and despawning
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else
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events.ScheduleEvent(eventTimer, 6000);
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break;
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case 4:
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me->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
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switch (me->GetEntry())
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{
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case NPC_MANNUTH:
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Talk(SAY_MANNUTH_3, player);
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break;
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case NPC_DEEZ:
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Talk(SAY_DEEZ_3, player);
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break;
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case NPC_GALATHRYN:
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Talk(SAY_GALATHRYN_3, player);
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||||
break;
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||||
case NPC_ADARRAH:
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Talk(SAY_ADARRAH_4, player);
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break;
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case NPC_DARWEN:
|
||||
Talk(SAY_DARWEN_3, player);
|
||||
break;
|
||||
case NPC_FUDGERICK:
|
||||
Talk(SAY_FUDGERICK_3, player);
|
||||
break;
|
||||
case NPC_MITZI:
|
||||
Talk(SAY_MITZI_3, player);
|
||||
break;
|
||||
case NPC_CHRISTIAN:
|
||||
Talk(SAY_CHRISTIAN_3, player);
|
||||
break;
|
||||
case NPC_BRENNAN:
|
||||
Talk(SAY_BRENNAN_3, player);
|
||||
break;
|
||||
case NPC_HOLLEE:
|
||||
Talk(SAY_HOLLEE_3, player);
|
||||
break;
|
||||
}
|
||||
eventTimer = 5;
|
||||
events.ScheduleEvent(eventTimer, 2000);
|
||||
break;
|
||||
case 5:
|
||||
switch (me->GetEntry())
|
||||
{
|
||||
case NPC_ADARRAH:
|
||||
DoCast(me, SPELL_STEALTH_, true);
|
||||
break;
|
||||
}
|
||||
if (me->GetPositionY() > 1290.0f)
|
||||
me->GetMotionMaster()->MovePoint(POINT_DESPAWN, 118.2742f, 1400.657f, -9.118711f);
|
||||
else
|
||||
me->GetMotionMaster()->MovePoint(POINT_DESPAWN, 114.3155f, 1244.244f, -20.97606f);
|
||||
eventTimer = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DoSpawnRandom()
|
||||
{
|
||||
if (instance)
|
||||
{
|
||||
uint32 cEntry = NPC_MANNUTH;
|
||||
switch (urand(0, 9))
|
||||
{
|
||||
case 1:
|
||||
cEntry = NPC_DEEZ;
|
||||
break;
|
||||
case 2:
|
||||
cEntry = NPC_GALATHRYN;
|
||||
break;
|
||||
case 3:
|
||||
cEntry = NPC_ADARRAH;
|
||||
break;
|
||||
case 4:
|
||||
cEntry = NPC_FUDGERICK;
|
||||
break;
|
||||
case 5:
|
||||
cEntry = NPC_DARWEN;
|
||||
break;
|
||||
case 6:
|
||||
cEntry = NPC_MITZI;
|
||||
break;
|
||||
case 7:
|
||||
cEntry = NPC_CHRISTIAN;
|
||||
break;
|
||||
case 8:
|
||||
cEntry = NPC_BRENNAN;
|
||||
break;
|
||||
case 9:
|
||||
cEntry = NPC_HOLLEE;
|
||||
break;
|
||||
}
|
||||
|
||||
if (!instance->GetData(TYPE_RAND_VENDOR_1) && roll_chance_i(10))
|
||||
{
|
||||
cEntry = NPC_GUNTER;
|
||||
instance->SetData(TYPE_RAND_VENDOR_1, DONE);
|
||||
}
|
||||
else if (!instance->GetData(TYPE_RAND_VENDOR_2) && roll_chance_i(10))
|
||||
{
|
||||
cEntry = NPC_KYREN;
|
||||
instance->SetData(TYPE_RAND_VENDOR_2, DONE);
|
||||
}
|
||||
|
||||
// start generic rp
|
||||
eventTimer = 1;
|
||||
events.ScheduleEvent(eventTimer, 3000);
|
||||
|
||||
me->UpdateEntry(cEntry);
|
||||
}
|
||||
}
|
||||
|
||||
void SpellHit(Unit* caster, SpellInfo const* spell) override
|
||||
{
|
||||
if (spell->Id == SPELL_REMOVE_AMANI_CURSE && caster->GetTypeId() == TYPEID_PLAYER && me->GetEntry() == NPC_FOREST_FROG)
|
||||
{
|
||||
me->GetMotionMaster()->MoveIdle();
|
||||
me->SetFacingToObject(caster);
|
||||
PlayerGUID = caster->GetGUID();
|
||||
|
||||
if (roll_chance_i(2))
|
||||
{
|
||||
DoCast(caster, SPELL_PUSH_MOJO, true);
|
||||
me->GetMotionMaster()->MovePoint(POINT_DESPAWN, caster->GetPositionX(), caster->GetPositionY(), caster->GetPositionZ());
|
||||
}
|
||||
else
|
||||
DoSpawnRandom();
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
CreatureAI* GetAI(Creature* creature) const override
|
||||
{
|
||||
return GetInstanceAI<npc_forest_frogAI>(creature);
|
||||
}
|
||||
};
|
||||
|
||||
/*######
|
||||
@@ -358,80 +444,80 @@ static uint32 ChestEntry[] = {186648, 187021, 186672, 186667};
|
||||
|
||||
class npc_zulaman_hostage : public CreatureScript
|
||||
{
|
||||
public:
|
||||
npc_zulaman_hostage() : CreatureScript("npc_zulaman_hostage") { }
|
||||
public:
|
||||
npc_zulaman_hostage() : CreatureScript("npc_zulaman_hostage") { }
|
||||
|
||||
struct npc_zulaman_hostageAI : public ScriptedAI
|
||||
struct npc_zulaman_hostageAI : public ScriptedAI
|
||||
{
|
||||
npc_zulaman_hostageAI(Creature* creature) : ScriptedAI(creature)
|
||||
{
|
||||
npc_zulaman_hostageAI(Creature* creature) : ScriptedAI(creature)
|
||||
{
|
||||
IsLoot = false;
|
||||
}
|
||||
|
||||
bool IsLoot;
|
||||
uint64 PlayerGUID;
|
||||
|
||||
void Reset() override { }
|
||||
|
||||
void EnterCombat(Unit* /*who*/) override { }
|
||||
|
||||
void JustDied(Unit* /*killer*/) override
|
||||
{
|
||||
if (Player* player = ObjectAccessor::GetPlayer(*me, PlayerGUID))
|
||||
player->SendLoot(me->GetGUID(), LOOT_CORPSE);
|
||||
}
|
||||
|
||||
void UpdateAI(uint32 /*diff*/) override
|
||||
{
|
||||
if (IsLoot)
|
||||
DoCast(me, 7, false);
|
||||
}
|
||||
};
|
||||
|
||||
CreatureAI* GetAI(Creature* creature) const override
|
||||
{
|
||||
return new npc_zulaman_hostageAI(creature);
|
||||
IsLoot = false;
|
||||
}
|
||||
|
||||
bool OnGossipHello(Player* player, Creature* creature) override
|
||||
bool IsLoot;
|
||||
uint64 PlayerGUID;
|
||||
|
||||
void Reset() override { }
|
||||
|
||||
void EnterCombat(Unit* /*who*/) override { }
|
||||
|
||||
void JustDied(Unit* /*killer*/) override
|
||||
{
|
||||
AddGossipItemFor(player, GOSSIP_ICON_CHAT, GOSSIP_HOSTAGE1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
|
||||
SendGossipMenuFor(player, player->GetGossipTextId(creature), creature->GetGUID());
|
||||
if (Player* player = ObjectAccessor::GetPlayer(*me, PlayerGUID))
|
||||
player->SendLoot(me->GetGUID(), LOOT_CORPSE);
|
||||
}
|
||||
|
||||
void UpdateAI(uint32 /*diff*/) override
|
||||
{
|
||||
if (IsLoot)
|
||||
DoCast(me, 7, false);
|
||||
}
|
||||
};
|
||||
|
||||
CreatureAI* GetAI(Creature* creature) const override
|
||||
{
|
||||
return new npc_zulaman_hostageAI(creature);
|
||||
}
|
||||
|
||||
bool OnGossipHello(Player* player, Creature* creature) override
|
||||
{
|
||||
AddGossipItemFor(player, GOSSIP_ICON_CHAT, GOSSIP_HOSTAGE1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
|
||||
SendGossipMenuFor(player, player->GetGossipTextId(creature), creature->GetGUID());
|
||||
return true;
|
||||
}
|
||||
|
||||
bool OnGossipSelect(Player* player, Creature* creature, uint32 /*sender*/, uint32 action) override
|
||||
{
|
||||
ClearGossipMenuFor(player);
|
||||
|
||||
if (action == GOSSIP_ACTION_INFO_DEF + 1)
|
||||
CloseGossipMenuFor(player);
|
||||
|
||||
if (!creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
|
||||
return true;
|
||||
}
|
||||
|
||||
bool OnGossipSelect(Player* player, Creature* creature, uint32 /*sender*/, uint32 action) override
|
||||
creature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
|
||||
|
||||
InstanceScript* instance = creature->GetInstanceScript();
|
||||
if (instance)
|
||||
{
|
||||
ClearGossipMenuFor(player);
|
||||
|
||||
if (action == GOSSIP_ACTION_INFO_DEF + 1)
|
||||
CloseGossipMenuFor(player);
|
||||
|
||||
if (!creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
|
||||
return true;
|
||||
|
||||
creature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
|
||||
|
||||
InstanceScript* instance = creature->GetInstanceScript();
|
||||
if (instance)
|
||||
//uint8 progress = instance->GetData(DATA_CHESTLOOTED);
|
||||
instance->SetData(DATA_CHESTLOOTED, 0);
|
||||
float x, y, z;
|
||||
creature->GetPosition(x, y, z);
|
||||
uint32 entry = creature->GetEntry();
|
||||
for (uint8 i = 0; i < 4; ++i)
|
||||
{
|
||||
//uint8 progress = instance->GetData(DATA_CHESTLOOTED);
|
||||
instance->SetData(DATA_CHESTLOOTED, 0);
|
||||
float x, y, z;
|
||||
creature->GetPosition(x, y, z);
|
||||
uint32 entry = creature->GetEntry();
|
||||
for (uint8 i = 0; i < 4; ++i)
|
||||
if (HostageEntry[i] == entry)
|
||||
{
|
||||
if (HostageEntry[i] == entry)
|
||||
{
|
||||
creature->SummonGameObject(ChestEntry[i], x-2, y, z, 0, 0, 0, 0, 0, 0);
|
||||
break;
|
||||
}
|
||||
creature->SummonGameObject(ChestEntry[i], x - 2, y, z, 0, 0, 0, 0, 0, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
/*######
|
||||
@@ -677,7 +763,7 @@ public:
|
||||
}
|
||||
}
|
||||
else
|
||||
_gongTimer -= diff;
|
||||
_gongTimer -= diff;
|
||||
}
|
||||
}
|
||||
};
|
||||
@@ -690,29 +776,29 @@ public:
|
||||
|
||||
class spell_banging_the_gong : public SpellScriptLoader
|
||||
{
|
||||
public:
|
||||
spell_banging_the_gong() : SpellScriptLoader("spell_banging_the_gong") { }
|
||||
public:
|
||||
spell_banging_the_gong() : SpellScriptLoader("spell_banging_the_gong") { }
|
||||
|
||||
class spell_banging_the_gong_SpellScript : public SpellScript
|
||||
class spell_banging_the_gong_SpellScript : public SpellScript
|
||||
{
|
||||
PrepareSpellScript(spell_banging_the_gong_SpellScript);
|
||||
|
||||
void Activate(SpellEffIndex index)
|
||||
{
|
||||
PrepareSpellScript(spell_banging_the_gong_SpellScript);
|
||||
|
||||
void Activate(SpellEffIndex index)
|
||||
{
|
||||
PreventHitDefaultEffect(index);
|
||||
GetHitGObj()->SendCustomAnim(0);
|
||||
}
|
||||
|
||||
void Register()
|
||||
{
|
||||
OnEffectHitTarget += SpellEffectFn(spell_banging_the_gong_SpellScript::Activate, EFFECT_1, SPELL_EFFECT_ACTIVATE_OBJECT);
|
||||
}
|
||||
};
|
||||
|
||||
SpellScript* GetSpellScript() const
|
||||
{
|
||||
return new spell_banging_the_gong_SpellScript();
|
||||
PreventHitDefaultEffect(index);
|
||||
GetHitGObj()->SendCustomAnim(0);
|
||||
}
|
||||
|
||||
void Register()
|
||||
{
|
||||
OnEffectHitTarget += SpellEffectFn(spell_banging_the_gong_SpellScript::Activate, EFFECT_1, SPELL_EFFECT_ACTIVATE_OBJECT);
|
||||
}
|
||||
};
|
||||
|
||||
SpellScript* GetSpellScript() const
|
||||
{
|
||||
return new spell_banging_the_gong_SpellScript();
|
||||
}
|
||||
};
|
||||
|
||||
void AddSC_zulaman()
|
||||
|
||||
Reference in New Issue
Block a user