From c28a0973a2e5381309c9aaa1fa887b6d8c9070dc Mon Sep 17 00:00:00 2001 From: Benjamin Jackson <38561765+heyitsbench@users.noreply.github.com> Date: Thu, 27 Jun 2024 15:26:55 -0400 Subject: [PATCH] fix(Scripts/SlavePens): Adjust Ahune spell casts. (#19202) * Bad boss 0/10. * Unneeded comment. Damage already exists, though might need scripting or something to adjust its damage output. --- .../CoilfangReservoir/SlavePens/boss_ahune.cpp | 17 ++++++++--------- 1 file changed, 8 insertions(+), 9 deletions(-) diff --git a/src/server/scripts/Outland/CoilfangReservoir/SlavePens/boss_ahune.cpp b/src/server/scripts/Outland/CoilfangReservoir/SlavePens/boss_ahune.cpp index 04550cd12..ab80dc84f 100644 --- a/src/server/scripts/Outland/CoilfangReservoir/SlavePens/boss_ahune.cpp +++ b/src/server/scripts/Outland/CoilfangReservoir/SlavePens/boss_ahune.cpp @@ -82,7 +82,6 @@ enum Spells SPELL_SUMMON_ICE_SPEAR_GO = 46369, SPELL_ICE_SPEAR_DELAY = 46878, SPELL_ICE_SPEAR_VISUAL = 75498, - // todo: 46588 damage component // Slippery Floor SPELL_SLIPPERY_FLOOR_AMBIENT = 46314, @@ -236,10 +235,10 @@ struct boss_ahune : public BossAI switch (eventId) { case EVENT_INITIAL_EMERGE: - DoCastSelf(SPELL_BIRTH); - DoCastSelf(SPELL_STAND); - DoCastSelf(SPELL_AHUNE_SPANKY_HANDS); - DoCastSelf(SPELL_AHUNES_SHIELD); + DoCastSelf(SPELL_BIRTH, true); + DoCastSelf(SPELL_STAND, true); + DoCastSelf(SPELL_AHUNE_SPANKY_HANDS, true); + DoCastSelf(SPELL_AHUNES_SHIELD, true); me->SetStandState(UNIT_STAND_STATE_STAND); // Likely needs to be moved to SPELL_STAND script, forced temporarily break; case EVENT_EMERGE: @@ -249,7 +248,7 @@ struct boss_ahune : public BossAI if (Creature* frozenCore = instance->GetCreature(DATA_FROZEN_CORE)) DoCast(frozenCore, SPELL_SYNCH_HEALTH, true); else - DoCastSelf(SPELL_SUICIDE); + DoCastSelf(SPELL_SUICIDE, true); events.Repeat(3s); break; default: @@ -262,11 +261,11 @@ struct boss_ahune : public BossAI if (Creature* frozenCore = instance->GetCreature(DATA_FROZEN_CORE)) frozenCore->AI()->DoAction(ACTION_AHUNE_RESURFACE); - DoCastSelf(SPELL_AHUNES_SHIELD); + DoCastSelf(SPELL_AHUNES_SHIELD, true); me->RemoveAurasDueToSpell(SPELL_AHUNE_SELF_STUN); me->RemoveAurasDueToSpell(SPELL_STAY_SUBMERGED); - DoCastSelf(SPELL_BIRTH); - DoCastSelf(SPELL_STAND); + DoCastSelf(SPELL_BIRTH, true); + DoCastSelf(SPELL_STAND, true); DoCastSelf(SPELL_RESURFACE, true); me->RemoveUnitFlag(UNIT_FLAG_NOT_SELECTABLE); me->SetStandState(UNIT_STAND_STATE_STAND);