Code cleanup and also make Shade select a random target

This commit is contained in:
lee1991
2017-01-09 20:38:28 +00:00
parent 198e07fed7
commit adeef5b1df
3 changed files with 32 additions and 32 deletions

View File

@@ -23,17 +23,17 @@ enum PrinceSay
enum Spells
{
SPELL_ENFEEBLE = 30843, //Enfeeble during phase 1 and 2
SPELL_ENFEEBLE = 30843, //Enfeeble during phase 1 and 2
SPELL_ENFEEBLE_EFFECT = 41624,
SPELL_SHADOWNOVA = 30852, //Shadownova used during all phases
SPELL_SHADOWNOVA = 30852, //Shadownova used during all phases
SPELL_SW_PAIN = 30854, //Shadow word pain during phase 1 and 3 (different targeting rules though)
SPELL_THRASH_PASSIVE = 12787, //Extra attack chance during phase 2
SPELL_SUNDER_ARMOR = 30901, //Sunder armor during phase 2
SPELL_THRASH_AURA = 12787, //Passive proc chance for thrash
SPELL_EQUIP_AXES = 30857, //Visual for axe equiping
SPELL_AMPLIFY_DAMAGE = 39095, //Amplifiy during phase 3
SPELL_CLEAVE = 30131, //Same as Nightbane.
SPELL_HELLFIRE = 30859, //Infenals' hellfire aura
SPELL_THRASH_PASSIVE = 12787, //Extra attack chance during phase 2
SPELL_SUNDER_ARMOR = 30901, //Sunder armor during phase 2
SPELL_THRASH_AURA = 12787, //Passive proc chance for thrash
SPELL_EQUIP_AXES = 30857, //Visual for axe equiping
SPELL_AMPLIFY_DAMAGE = 39095, //Amplifiy during phase 3
SPELL_CLEAVE = 30131, //Same as Nightbane.
SPELL_HELLFIRE = 30859, //Infenals' hellfire aura
};
enum creatures
@@ -169,7 +169,6 @@ public:
instance = creature->GetInstanceScript();
}
InstanceScript* instance;
uint32 EnfeebleTimer;
uint32 EnfeebleResetTimer;
@@ -304,7 +303,6 @@ public:
{
point = Trinity::Containers::SelectRandomContainerElement(positions);
pos.Relocate(point->x, point->y, INFERNAL_Z, frand(0.0f, float(M_PI * 2)));
}
if (Creature* RELAY = me->FindNearestCreature(NPC_RELAY, 100.0f))
@@ -519,4 +517,4 @@ void AddSC_boss_malchezaar()
new boss_malchezaar();
new prince_axes();
new netherspite_infernal();
}
}

View File

@@ -403,13 +403,14 @@ public:
if (ElementalOne)
{
Unit* pTarget = (SELECT_TARGET_RANDOM, 0);
if (!pTarget)
Unit* target = NULL;
target = SelectTarget(SELECT_TARGET_RANDOM, 1, 100, true);
if (!target)
return;
DoStartNoMovement(pTarget);
DoStartNoMovement(target);
ElementalOne->SetInCombatWithZone();
ElementalOne->CombatStart(pTarget);
ElementalOne->CombatStart(target);
ElementalOne->setFaction(me->getFaction());
ElementalTwo->SetUnitMovementFlags(MOVEMENTFLAG_ROOT);
ElementalOne->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, true);
@@ -418,13 +419,14 @@ public:
if (ElementalTwo)
{
Unit* pTarget = (SELECT_TARGET_RANDOM, 0);
if (!pTarget)
Unit* target = NULL;
target = SelectTarget(SELECT_TARGET_RANDOM, 1, 100, true);
if (!target)
return;
DoStartNoMovement(pTarget);
DoStartNoMovement(target);
ElementalTwo->SetInCombatWithZone();
ElementalTwo->CombatStart(pTarget);
ElementalTwo->CombatStart(target);
ElementalTwo->setFaction(me->getFaction());
ElementalTwo->SetUnitMovementFlags(MOVEMENTFLAG_ROOT);
ElementalTwo->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, true);
@@ -433,13 +435,14 @@ public:
if (ElementalThree)
{
Unit* pTarget = (SELECT_TARGET_RANDOM, 0);
if (!pTarget)
Unit* target = NULL;
target = SelectTarget(SELECT_TARGET_RANDOM, 1, 100, true);
if (!target)
return;
DoStartNoMovement(pTarget);
DoStartNoMovement(target);
ElementalThree->SetInCombatWithZone();
ElementalThree->CombatStart(pTarget);
ElementalThree->CombatStart(target);
ElementalThree->setFaction(me->getFaction());
ElementalTwo->SetUnitMovementFlags(MOVEMENTFLAG_ROOT);
ElementalThree->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, true);
@@ -448,13 +451,14 @@ public:
if (ElementalFour)
{
Unit* pTarget = (SELECT_TARGET_RANDOM, 0);
if (!pTarget)
Unit* target = NULL;
target = SelectTarget(SELECT_TARGET_RANDOM, 1, 100, true);
if (!target)
return;
DoStartNoMovement(pTarget);
DoStartNoMovement(target);
ElementalFour->SetInCombatWithZone();
ElementalFour->CombatStart(pTarget);
ElementalFour->CombatStart(target);
ElementalFour->setFaction(me->getFaction());
ElementalTwo->SetUnitMovementFlags(MOVEMENTFLAG_ROOT);
ElementalFour->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, true);