/* 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; }