/* Copyright (C) 2006,2007 ScriptDev2
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA02111-1307USA
*/
/* ScriptData
SDName: Boss_Lady_Vashj
SD%Complete: 0
SDComment: VERIFY SCRIPT
EndScriptData */
#include "../../../sc_defines.h"
#include "../../../creature/simple_ai.h"
#include "../../../../../../game/GameObject.h"
#include "../../../../../../game/Player.h"
#include "../../../../../../game/TargetedMovementGenerator.h"
#define SPELL_MULTI_SHOT 38310 //right
#define SPELL_SHOCK_BLAST 38509 //right
#define SPELL_ENTANGLE 38316
#define SPELL_STATIC_CHARGE_TRIGGER 38280 //right
#define SPELL_FORKED_LIGHTNING 40088 //right
#define SPELL_SHOOT 40873 //right
#define SPELL_SUMMON_FATHOM_SPOREBAT 38431
#define SPELL_POISON_BOLT 40095 //right
#define SAY_INTRO "Water is life. It has become a rare commodity here in Outland. A commodity that we alone shall control. We are the Highborne, and the time has come at last for us to retake our rightful place in the world!"
#define SAY_AGGRO1 "I'll split you from stem to stern! "
#define SAY_AGGRO2 "Victory to Lord Illidan!"
#define SAY_AGGRO3 "I spit on you, surface filth!"
#define SAY_AGGRO4 "Death to the outsiders!"
#define SAY_PHASE1 "I did not wish to lower myself by engaging your kind, but you leave me little choice!"
#define SAY_PHASE2 "The time is now! Leave none standing!"
#define SAY_PHASE3 "You may want to take cover."
#define SAY_BOWSHOT1 "Straight to the heart!"
#define SAY_BOWSHOT2 "Seek your mark!"
#define SAY_SLAY1 "Your time ends now!"
#define SAY_SLAY2 "You have failed!"
#define SAY_DEATH "Lord Illidan, I... I am... sorry."
#define SOUND_INTRO 11531
#define SOUND_AGGRO1 11532
#define SOUND_AGGRO2 11533
#define SOUND_AGGRO3 11534
#define SOUND_AGGRO4 11535
#define SOUND_PHASE1 11538
#define SOUND_PHASE2 11539
#define SOUND_PHASE3 11540
#define SOUND_BOWSHOT1 11536
#define SOUND_BOWSHOT2 11537
#define SOUND_SLAY1 11541
#define SOUND_SLAY2 11542
#define SOUND_DEATH 11544
#define MIDDLE_X 30.134
#define MIDDLE_Y -923.65
#define MIDDLE_Z 42.9
#define ENCHANTED_ELEMENTAL 21958
#define TAINTED_ELEMENTAL 22009
#define COILFANG_STRIDER 22056
#define COILFANG_ELITE 22055
float ElementPos[8][4] =
{
{8.3, -835.3, 21.9, 5},
{53.4, -835.3, 21.9, 4.5},
{96, -861.9, 21.8, 4},
{96, 986.4, 21.4, 2.5},
{54.4, -1010.6, 22, 1.8},
{9.8, -1012, 21.7, 1.4},
{-35, -987.6, 21.5, 0.8},
{-58.9, -901.6, 21.5, 6}
};
float CoilfangElitePos[3][4] =
{
{28.843145, -923.284912, 42.901909, 6.007766},
{31.183281, -953.502625, 41.523602, 1.640957},
{58.895180, -923.124268, 41.545307, 3.152848}
};
float CoilfangStriderPos[3][4] =
{
{66.427010, -948.778503, 41.262245, 2.584220},
{7.513962, -959.538208, 41.300422, 1.034629},
{-12.843201, -907.798401, 41.239620, 6.087094}
};
/*
#define ADD1_X195.338287
#define ADD1_Y1-984.918823
#define ADD1_Z122.329681
#define ADD1_O12.354881
#define ADD1_X212.150002
#define ADD1_Y2-1010.970337
#define ADD1_Z222.764811
#define ADD1_O21.299308
#define ADD1_X3-52.953896
#define ADD1_Y3-962.246216
#define ADD1_Z322.293423
#define ADD1_O30.396885
#define ADD1_X4-50.719109
#define ADD1_Y4-878.143799
#define ADD1_Z422.580536
#define ADD1_O45.864827
#define ADD4_X128.843145
#define ADD4_Y1923.284912
#define ADD4_Z142.901909
#define ADD4_O16.007766
#define ADD4_X231.183281
#define ADD4_Y2-953.502625
#define ADD4_Z241.523602
#define ADD4_O21.640957
#define ADD4_X358.895180
#define ADD4_Y3-923.124268
#define ADD4_Z341.545307
#define ADD4_O33.152848*/
struct MANGOS_DLL_DECL boss_lady_vashjAI : public ScriptedAI
{
boss_lady_vashjAI (Creature *c) : ScriptedAI(c)
{
pInstance = (c->GetInstanceData()) ? ((ScriptedInstance*)c->GetInstanceData()) : NULL;
EnterEvadeMode();
}
ScriptedInstance *pInstance;
uint32 ShockBlast_Timer;
uint32 Entangle_Timer;
uint32 StaticCharge_Timer;
uint32 ForkedLightning_Timer;
uint32 Check_Timer;
uint32 EnchantedElemental_Timer;
uint32 TaintedElemental_Timer;
uint32 CoilfangElite_Timer;
uint32 CoilfangStrider_Timer;
//uint32 SummonSporebat_Timer;
uint8 EnchantedElemental_Pos;
uint8 Phase;
bool Entangle;
bool InCombat;
void EnterEvadeMode()
{
ShockBlast_Timer = 1+rand()%60000;
Entangle_Timer = 30000;
StaticCharge_Timer = 10000+rand()%15000;
ForkedLightning_Timer = 5000;
Check_Timer = 1000;
EnchantedElemental_Timer = 10000;
TaintedElemental_Timer = 50000;
CoilfangElite_Timer = 45000+rand()%5000;
CoilfangStrider_Timer = 60000+rand()%10000;
//SummonSporebat_Timer = 20000;
EnchantedElemental_Pos = 0;
Phase = 0;
Entangle = false;
InCombat = false;
m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
m_creature->CombatStop();
DoGoHome();
if(pInstance)
pInstance->SetData("LadyVashjEvent", 0);
}
void KilledUnit(Unit *victim)
{
switch(rand()%2)
{
case 0:
DoYell(SAY_SLAY1, LANG_UNIVERSAL, NULL);
DoPlaySoundToSet(m_creature, SOUND_SLAY1);
break;
case 1:
DoPlaySoundToSet(m_creature, SOUND_SLAY1);
DoYell(SAY_SLAY2, LANG_UNIVERSAL, NULL);
break;
}
}
void JustDied(Unit *victim)
{
DoPlaySoundToSet(m_creature, SOUND_DEATH);
DoYell(SAY_DEATH, LANG_UNIVERSAL, NULL);
if(pInstance)
pInstance->SetData("LadyVashjEvent", 0);
}
void StartEvent()
{
switch(rand()%4)
{
case 0:
DoPlaySoundToSet(m_creature, SOUND_AGGRO1);
DoYell(SAY_AGGRO1, LANG_UNIVERSAL, NULL);
break;
case 1:
DoPlaySoundToSet(m_creature, SOUND_AGGRO2);
DoYell(SAY_AGGRO2, LANG_UNIVERSAL, NULL);
break;
case 2:
DoPlaySoundToSet(m_creature, SOUND_AGGRO3);
DoYell(SAY_AGGRO3, LANG_UNIVERSAL, NULL);
break;
case 3:
DoPlaySoundToSet(m_creature, SOUND_AGGRO4);
DoYell(SAY_AGGRO4, LANG_UNIVERSAL, NULL);
break;
}
InCombat = true;
Phase = 1;
if(pInstance)
pInstance->SetData("LadyVashjEvent", 1);
}
void AttackStart(Unit *who)
{
if(!who && who != m_creature)
return;
if (who->isTargetableForAttack() && who!= m_creature)
{
//Begin melee attack if we are within range
if(Phase != 2)
DoStartMeleeAttack(who);
if(!InCombat)
StartEvent();
}
}
void MoveInLineOfSight(Unit *who)
{
if (!who || m_creature->getVictim())
return;
if (who->isTargetableForAttack() && who->isInAccessablePlaceFor(m_creature) && m_creature->IsHostileTo(who))
{
float attackRadius = m_creature->GetAttackDistance(who);
if (m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->GetDistanceZ(who) <= CREATURE_Z_ATTACK_RANGE && m_creature->IsWithinLOSInMap(who))
{
if(who->HasStealthAura())
who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
if(Phase != 2)
DoStartMeleeAttack(who);
if(!InCombat)
StartEvent();
}
}
}
void CastShootOrMultishot()
{
switch(rand()%2)
{
case 0:
//Shoot
//Used in Phases 1 and 3 after Entangle or while having nobody in melee range. A shot that hits her target for 4097-5543 Physical damage.
DoCast(m_creature->getVictim(), SPELL_SHOOT);
break;
case 1:
//Multishot
//Used in Phases 1 and 3 after Entangle or while having nobody in melee range. A shot that hits 1 person and 4 people around him for 6475-7525 physical damage.
DoCast(m_creature->getVictim(), SPELL_MULTI_SHOT);
break;
}
if(rand()%3)
{
switch(rand()%2)
{
case 0:
DoPlaySoundToSet(m_creature, SOUND_BOWSHOT1);
DoYell(SAY_BOWSHOT1, LANG_UNIVERSAL, NULL);
break;
case 1:
DoPlaySoundToSet(m_creature, SOUND_BOWSHOT2);
DoYell(SAY_BOWSHOT2, LANG_UNIVERSAL, NULL);
break;
}
}
}
//called when a tainted elemental dies
void EventTaintedElementalDeath()
{
TaintedElemental_Timer = 50000; //the next elemental will spawn 50 seconds after the previous one's death
}
void UpdateAI(const uint32 diff)
{
//Return since we have no target
if (!m_creature->SelectHostilTarget() || !m_creature->getVictim() )
return;
if(Phase == 1 || Phase == 3)
{
//ShockBlast_Timer
if (ShockBlast_Timer < diff)
{
//Shock Burst
//Randomly used in Phases 1 and 3 on Vashj's target, it's a Shock spell doing 8325-9675 nature damage and stunning the target for 5 seconds, during which she will not attack her target but switch to the next person on the aggro list.
DoCast(m_creature->getVictim(), SPELL_SHOCK_BLAST);
Unit* target = NULL;
target = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
m_creature->TauntApply(target);
ShockBlast_Timer = 1+rand()%60000; //random cooldown
}else ShockBlast_Timer -= diff;
//StaticCharge_Timer
if(StaticCharge_Timer < diff)
{
//Static Charge
//Used on random people (only 1 person at any given time) in Phases 1 and 3, it's a debuff doing 2775 to 3225 Nature damage to the target and everybody in about 5 yards around it, every 1 seconds for 30 seconds. It can be removed by Cloak of Shadows, Iceblock, Divine Shield, etc, but not by Cleanse or Dispel Magic.
Unit *target = NULL;
target = SelectUnit(SELECT_TARGET_RANDOM, 0);
if(target && !target->HasAura(SPELL_STATIC_CHARGE_TRIGGER, 0))
DoCast(target, SPELL_STATIC_CHARGE_TRIGGER); //cast Static Charge every 2 seconds for 20 seconds
StaticCharge_Timer = 10000+rand()%20000; //blizzlike
}else StaticCharge_Timer -= diff;
//Entangle_Timer
if (Entangle_Timer < diff)
{
if(!Entangle)
{
//Entangle
//Used in Phases 1 and 3, it casts Entangling Roots on everybody in a 15 yard radius of Vashj, immobilzing them for 10 seconds and dealing 500 damage every 2 seconds. It's not a magic effect so it cannot be dispelled, but is removed by various buffs such as Cloak of Shadows or Blessing of Freedom.
DoCast(m_creature->getVictim(), SPELL_ENTANGLE);
Entangle = true;
Entangle_Timer = 10000;
}
else
{
CastShootOrMultishot();
Entangle = false;
Entangle_Timer = 40000;
}
}else Entangle_Timer -= diff;
//Phase 1
if(Phase == 1)
{
//Start phase 2
if ((m_creature->GetHealth()*100 / m_creature->GetMaxHealth()) < 70)
{
//Phase 2 begins when Vashj hits 70%. She will run to the middle of her platform and surround herself in a shield making her invulerable.
Phase = 2;
m_creature->GetMotionMaster()->Clear();
m_creature->Relocate(MIDDLE_X, MIDDLE_Y, MIDDLE_Z);
m_creature->SendMoveToPacket(MIDDLE_X, MIDDLE_Y, MIDDLE_Z, true);
m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
DoPlaySoundToSet(m_creature, SOUND_PHASE2);
DoYell(SAY_PHASE2, LANG_UNIVERSAL, NULL);
}
}
//Phase 3
else
{
//Toxic Spores
//Used in Phase 3 by the Spore Bats, it creates a contaminated green patch of ground, dealing about 2775-3225 nature damage every second to anyone who stands in it.
/*
if(SummonSporebat_Timer < diff && !Phase1 && !Phase2)
{
DoCast(m_creature->getVictim(), SPELL_SUMMON_FATHOM_SPOREBAT);
DoYell(SAY_SUMMONSPOREBAT, LANG_UNIVERSAL, NULL);
SummonSporebat_Timer = SummonSporebat_Timer -= 1000;//she should summon sporebats faster and faster
}else SummonSporebat_Timer -= diff;*/
}
//Melee attack
DoMeleeAttackIfReady();
//Check_Timer - used to check if somebody is in melee range
if(Check_Timer < diff)
{
bool InMeleeRange = false;
Unit *target;
std::list t_list = m_creature->getThreatManager().getThreatList();
for(std::list::iterator itr = t_list.begin(); itr!= t_list.end(); ++itr)
{
target = Unit::GetUnit(*m_creature, (*itr)->getUnitGuid());
if(target && target->IsWithinDistInMap(m_creature, 5)) //if in melee range
{
InMeleeRange = true;
break;
}
}
//if nobody is in melee range
if(!InMeleeRange)
CastShootOrMultishot();
Check_Timer = 1000;
}else Check_Timer -= diff;
}
//Phase 2
else
{
//ForkedLightning_Timer
if(ForkedLightning_Timer < diff)
{
//Forked Lightning
//Used constantly in Phase 2, it shoots out completely randomly targeted bolts of lightning which hit everybody in a roughtly 60 degree cone in front of Vashj for 2313-2687 nature damage.
Unit *target = NULL;
target = SelectUnit(SELECT_TARGET_RANDOM, 0);
if(!target)
target = m_creature->getVictim();
DoCast(target, SPELL_FORKED_LIGHTNING);
ForkedLightning_Timer = 5000+rand()%10000; //blizzlike
}else ForkedLightning_Timer -= diff;
//EnchantedElemental_Timer
if(EnchantedElemental_Timer < diff)
{
Creature *Elemental;
Elemental = m_creature->SummonCreature(ENCHANTED_ELEMENTAL, ElementPos[EnchantedElemental_Pos][0], ElementPos[EnchantedElemental_Pos][1], ElementPos[EnchantedElemental_Pos][2], ElementPos[EnchantedElemental_Pos][3], TEMPSUMMON_CORPSE_DESPAWN, 0);
if(Elemental)
{
//go to lady vashj
Elemental->Relocate(MIDDLE_X, MIDDLE_Y, MIDDLE_Z);
Elemental->SendMoveToPacket(MIDDLE_X, MIDDLE_Y, MIDDLE_Z, true);
}
if(EnchantedElemental_Pos == 7)
EnchantedElemental_Pos = 0;
else
EnchantedElemental_Pos++;
EnchantedElemental_Timer = 10000+rand()%10000;
}else EnchantedElemental_Timer -= diff;
//TaintedElemental_Timer
if(TaintedElemental_Timer < diff)
{
Creature *Tain_Elemental;
uint32 pos = rand()%8;
Tain_Elemental = m_creature->SummonCreature(TAINTED_ELEMENTAL, ElementPos[pos][0], ElementPos[pos][1], ElementPos[pos][2], ElementPos[pos][3], TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 180000);
TaintedElemental_Timer = 180000; //if this elemental isn't killed or despawn, respawn a new one in 3 minutes
}else TaintedElemental_Timer -= diff;
//CoilfangElite_Timer
if(CoilfangElite_Timer < diff)
{
Creature *CoilfangElite;
uint32 pos = rand()%3;
CoilfangElite = m_creature->SummonCreature(COILFANG_ELITE, CoilfangElitePos[pos][0], CoilfangElitePos[pos][1], CoilfangElitePos[pos][2], CoilfangElitePos[pos][3], TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000);
if(CoilfangElite)
{
Unit *target = NULL;
target = SelectUnit(SELECT_TARGET_RANDOM, 0);
if(target)
CoilfangElite->AI()->AttackStart(target);
}
CoilfangElite_Timer = 45000+rand()%5000; //wowwiki says 50 seconds, bosskillers says 45
}else CoilfangElite_Timer -= diff;
//CoilfangStrider_Timer
if(CoilfangStrider_Timer < diff)
{
Creature *CoilfangStrider;
uint32 pos = rand()%3;
CoilfangStrider = m_creature->SummonCreature(COILFANG_STRIDER, CoilfangStriderPos[pos][0], CoilfangStriderPos[pos][1], CoilfangStriderPos[pos][2], CoilfangStriderPos[pos][3], TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000);
if(CoilfangStrider)
{
Unit *target = NULL;
target = SelectUnit(SELECT_TARGET_RANDOM, 0);
if(target)
CoilfangStrider->AI()->AttackStart(target);
}
CoilfangStrider_Timer = 60000+rand()%10000; //wowwiki says 60 seconds, bosskillers says 60-70
}else CoilfangStrider_Timer -= diff;
//Check_Timer
if(Check_Timer < diff)
{
//Start Phase 3
if(pInstance && pInstance->GetData("CanStartPhase3"))
{
//set life 50%
m_creature->SetHealth(m_creature->GetMaxHealth()/2);
m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
DoPlaySoundToSet(m_creature, SOUND_PHASE3);
DoYell(SAY_PHASE3, LANG_UNIVERSAL, NULL);
Phase = 3;
//return to the tank
m_creature->GetMotionMaster()->Mutate(new TargetedMovementGenerator(*m_creature->getVictim()));
}
Check_Timer = 1000;
}else Check_Timer -= diff;
}
}
};
//Enchanted Elemental
//If one of them reaches Vashj he will increase her damage done by 5%.
struct MANGOS_DLL_DECL mob_enchanted_elementalAI : public ScriptedAI
{
mob_enchanted_elementalAI(Creature *c) : ScriptedAI(c)
{
pInstance = (c->GetInstanceData()) ? ((ScriptedInstance*)c->GetInstanceData()) : NULL;
EnterEvadeMode();
}
ScriptedInstance *pInstance;
uint32 Check_Timer;
void EnterEvadeMode()
{
Check_Timer = 1000;
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
m_creature->CombatStop();
DoGoHome();
}
void AttackStart(Unit *who) { return; }
void MoveInLineOfSight(Unit *who) { return; }
void UpdateAI(const uint32 diff)
{
if(!pInstance)
return;
if(Check_Timer < diff)
{
Unit *Vashj = Unit::GetUnit((*m_creature), pInstance->GetData64("LadyVashj"));
if(Vashj && Vashj->IsWithinDistInMap(m_creature, 5))
{
//increase lady vashj damage
/*float mindmg = cInfo->mindmg;
float maxdmg = cInfo->maxdmg;
Vashj->SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, (mindmg +((mindmg/100) * 5 * times)));
Vashj->SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, (maxdmg +((maxdmg/100) * 5 * times)));*/
//despawn
m_creature->DealDamage(m_creature, m_creature->GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_NORMAL, NULL, 0, false);
}
Check_Timer = 1000;
}else Check_Timer -= diff;
}
};
//Tainted Elemental
//This mob has 7,900 life, doesn't move, and shoots Poison Bolts at one person anywhere in the area, doing 3,000 nature damage and placing a posion doing 2,000 damage every 2 seconds. He will switch targets often, or sometimes just hang on a single player, but there is nothing you can do about it except heal the damage and kill the Tainted Elemental
struct MANGOS_DLL_DECL mob_tainted_elementalAI : public ScriptedAI
{
mob_tainted_elementalAI(Creature *c) : ScriptedAI(c)
{
pInstance = (c->GetInstanceData()) ? ((ScriptedInstance*)c->GetInstanceData()) : NULL;
EnterEvadeMode();
}
ScriptedInstance *pInstance;
uint32 PoisonBolt_Timer;
void EnterEvadeMode()
{
PoisonBolt_Timer = 5000+rand()%5000;
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
m_creature->CombatStop();
DoGoHome();
}
void AttackStart(Unit *who)
{
if(!who && who != m_creature)
return;
if (who->isTargetableForAttack() && who!= m_creature)
{
m_creature->AddThreat(who, 0.1f);
}
}
void JustDied(Unit *victim)
{
if(pInstance)
{
Creature *Vashj = (Creature*)(Unit::GetUnit((*m_creature), pInstance->GetData64("LadyVashj")));
if(Vashj)
((boss_lady_vashjAI*)Vashj->AI())->EventTaintedElementalDeath();
}
}
void MoveInLineOfSight(Unit *who)
{
if (!who || m_creature->getVictim())
return;
if (who->isTargetableForAttack() && who->isInAccessablePlaceFor(m_creature) && m_creature->IsHostileTo(who))
{
float attackRadius = m_creature->GetAttackDistance(who);
if (m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->GetDistanceZ(who) <= CREATURE_Z_ATTACK_RANGE && m_creature->IsWithinLOSInMap(who))
{
if(who->HasStealthAura())
who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
m_creature->AddThreat(who, 0.1f);
}
}
}
void UpdateAI(const uint32 diff)
{
//PoisonBolt_Timer
if(PoisonBolt_Timer < diff)
{
Unit *target = NULL;
target = SelectUnit(SELECT_TARGET_RANDOM, 0);
if(target && target->IsWithinDistInMap(m_creature, 30))
DoCast(target, SPELL_POISON_BOLT);
PoisonBolt_Timer = 5000+rand()%5000;
}else PoisonBolt_Timer -= diff;
}
};
//Coilfang Elite
//It's an elite Naga mob with 170,000 HP. It does about 5000 damage on plate, and has a nasty cleave hitting for about 7500 damage
CreatureAI* GetAI_mob_coilfang_eliteAI(Creature *_Creature)
{
SimpleAI* ai = new SimpleAI (_Creature);
ai->Spell[0].Enabled = true;
ai->Spell[0].Spell_Id = 31345; //Cleave
ai->Spell[0].Cooldown = 15000;
ai->Spell[0].CooldownRandomAddition = 5000;
ai->Spell[0].First_Cast = 5000;
ai->Spell[0].Cast_Target_Type = CAST_HOSTILE_RANDOM;
ai->EnterEvadeMode();
return ai;
}
//Coilfang Strifer
//It hits plate for about 8000 damage, has a Mind Blast spell doing about 3000 shadow damage, and a Psychic Scream Aura, which fears everybody in a 8 yard range of it every 2-3 seconds , for 5 seconds and increasing their movement speed by 150% during the fear.
CreatureAI* GetAI_mob_coilfang_striderAI(Creature *_Creature)
{
SimpleAI* ai = new SimpleAI (_Creature);
ai->Spell[0].Enabled = true;
ai->Spell[0].Spell_Id = 41374; //Mind Blast
ai->Spell[0].Cooldown = 30000;
ai->Spell[0].CooldownRandomAddition = 10000;
ai->Spell[0].First_Cast = 8000;
ai->Spell[0].Cast_Target_Type = CAST_HOSTILE_TARGET;
//Scream aura not implemented
ai->EnterEvadeMode();
return ai;
}
CreatureAI* GetAI_boss_lady_vashjAI(Creature *_Creature)
{
return new boss_lady_vashjAI (_Creature);
}
CreatureAI* GetAI_mob_enchanted_elementalAI(Creature *_Creature)
{
return new mob_enchanted_elementalAI (_Creature);
}
CreatureAI* GetAI_mob_tainted_elementalAI(Creature *_Creature)
{
return new mob_tainted_elementalAI (_Creature);
}
bool GOHello_go_shield_generator(Player *player, GameObject* _GO)
{
if(!_GO->GetInstanceData())
{
_GO->Say("Error: instance data not initialized", LANG_UNIVERSAL, NULL);
return true;
}
ScriptedInstance* pInstance = (ScriptedInstance*)(_GO->GetInstanceData());
//get identifier
char *identifier;
switch(_GO->GetEntry())
{
case 185052:
identifier = "ShieldGenerator1";
break;
case 185053:
identifier = "ShieldGenerator2";
break;
case 185051:
identifier = "ShieldGenerator3";
break;
case 185054:
identifier = "ShieldGenerator4";
break;
}
//if player doesn't have Taunted Core
if(!player->HasItemCount(31088, 1))
{
player->GetSession()->SendNotification("Requires Tainted Core");
return true;
}
//if this gameobject is already deactivated
if(pInstance->GetData(identifier))
{
player->GetSession()->SendNotification("Already deactivated");
return true;
}
//remove the item
player->RemoveItemCount(31088, 1, true);
//send this to instance script
pInstance->SetData(identifier, 1);
return true;
}
void AddSC_boss_lady_vashj()
{
Script *newscript;
newscript = new Script;
newscript->Name="boss_lady_vashj";
newscript->GetAI = GetAI_boss_lady_vashjAI;
m_scripts[nrscripts++] = newscript;
newscript = new Script;
newscript->Name="mob_enchanted_elemental";
newscript->GetAI = GetAI_mob_enchanted_elementalAI;
m_scripts[nrscripts++] = newscript;
newscript = new Script;
newscript->Name="mob_tainted_elemental";
newscript->GetAI = GetAI_mob_tainted_elementalAI;
m_scripts[nrscripts++] = newscript;
newscript = new Script;
newscript->Name="mob_coilfang_elite";
newscript->GetAI = GetAI_mob_coilfang_eliteAI;
m_scripts[nrscripts++] = newscript;
newscript = new Script;
newscript->Name="mob_coilfang_strider";
newscript->GetAI = GetAI_mob_coilfang_striderAI;
m_scripts[nrscripts++] = newscript;
newscript = new Script;
newscript->Name="go_shield_generator";
newscript->pGOHello = &GOHello_go_shield_generator;
m_scripts[nrscripts++] = newscript;
}