/* 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, MA 02111-1307 USA */ #include "../../sc_defines.h" #include "../../creature/simple_ai.h" //Blackwing Technician //Blackwing Spellbinder //Blackwing Warlock //Death Talon Overseer CreatureAI* GetAI_mob_blackwinglair(Creature *_Creature) { SimpleAI* ai = new SimpleAI (_Creature); uint32 CreatureID = _Creature->GetEntry(); switch (CreatureID) { //Death Talon Wyrmkin case 12465: ai->Spell[0].Enabled=true; ai->Spell[0].Spell_Id=23512; // Instant Area-Fireball (low dmg) ai->Spell[0].Cooldown=5000; ai->Spell[0].CooldownRandomAddition=5000; ai->Spell[0].Cast_Target_Type = CAST_SELF; break; //Death Talon Captain case 12467: ai->Spell[0].Enabled=true; ai->Spell[0].Spell_Id=26350; // Cleave ai->Spell[0].Cooldown=20000; ai->Spell[0].CooldownRandomAddition=5000; ai->Spell[0].Cast_Target_Type = CAST_SELF; ai->Spell[1].Enabled=true; ai->Spell[1].Spell_Id=22911; // Charge ai->Spell[1].Cooldown=30000; ai->Spell[1].CooldownRandomAddition=5000; ai->Spell[1].Cast_Target_Type = CAST_HOSTILE_RANDOM; break; //Death Talon Seether case 12464: ai->Spell[0].Enabled=true; ai->Spell[0].Spell_Id=22428; // Frenzy ai->Spell[0].Cooldown=10000; ai->Spell[0].CooldownRandomAddition=20000; ai->Spell[0].Cast_Target_Type = CAST_SELF; break; //Death Talon Flamescale case 12463: ai->Spell[0].Enabled=true; ai->Spell[0].Spell_Id=22275; // AoE Flamestrike ai->Spell[0].Cooldown=30000; ai->Spell[0].CooldownRandomAddition=10000; ai->Spell[0].Cast_Target_Type = CAST_HOSTILE_RANDOM; break; //Blackwing technician case 13996: ai->Spell[0].Enabled=true; ai->Spell[0].Spell_Id=29579; // dynamite ai->Spell[0].Cooldown=20000; ai->Spell[0].CooldownRandomAddition=15000; ai->Spell[0].Cast_Target_Type = CAST_HOSTILE_RANDOM; ai->Spell[1].Enabled=true; ai->Spell[1].Spell_Id=22335; // poison ai->Spell[1].Cooldown=20000; ai->Spell[1].CooldownRandomAddition=10000; ai->Spell[1].Cast_Target_Type = CAST_HOSTILE_RANDOM; break; //Blackwing Spellbinder case 12457: ai->Spell[0].Enabled=true; ai->Spell[0].Spell_Id=22275; // AoE Flamestrike ai->Spell[0].Cooldown=30000; ai->Spell[0].CooldownRandomAddition=10000; ai->Spell[0].Cast_Target_Type = CAST_HOSTILE_RANDOM; ai->Spell[1].Enabled=true; ai->Spell[1].Spell_Id=22274; // Polymorph ai->Spell[1].Cooldown=20000; ai->Spell[1].CooldownRandomAddition=10000; ai->Spell[1].Cast_Target_Type = CAST_HOSTILE_RANDOM; break; //Blackwing Warlock case 12459: ai->Spell[0].Enabled=true; ai->Spell[0].Spell_Id=24668; // Shadow bolt ai->Spell[0].Cooldown=5000; ai->Spell[0].CooldownRandomAddition=10000; ai->Spell[0].Cast_Target_Type = CAST_HOSTILE_RANDOM; ai->Spell[1].Enabled=true; ai->Spell[1].Spell_Id=19717; // Rain of Fire ai->Spell[1].Cooldown=20000; ai->Spell[1].CooldownRandomAddition=20000; ai->Spell[1].Cast_Target_Type = CAST_HOSTILE_RANDOM; break; //Death Talon Overseer case 12461: ai->Spell[0].Enabled=true; ai->Spell[0].Spell_Id=26350; // Cleave ai->Spell[0].Cooldown=15000; ai->Spell[0].CooldownRandomAddition=10000; ai->Spell[0].Cast_Target_Type = CAST_SELF; ai->Spell[1].Enabled=true; ai->Spell[1].Spell_Id=20623; // Fire Blast ai->Spell[1].Cooldown=20000; ai->Spell[1].CooldownRandomAddition=10000; ai->Spell[1].Cast_Target_Type = CAST_HOSTILE_TARGET; break; //Death Talon Wyrmguard case 12460: ai->Spell[0].Enabled=true; ai->Spell[0].Spell_Id=26350; // Cleave ai->Spell[0].Cooldown=50000; ai->Spell[0].CooldownRandomAddition=10000; ai->Spell[0].Cast_Target_Type = CAST_SELF; ai->Spell[1].Enabled=true; ai->Spell[1].Spell_Id=27758; // War Stomp ai->Spell[1].First_Cast=10000; ai->Spell[1].Cooldown=60000; ai->Spell[1].CooldownRandomAddition=10000; ai->Spell[1].Cast_Target_Type = CAST_SELF; ai->Spell[2].Enabled=true; ai->Spell[2].Spell_Id=22559; // Brood Power: blue ai->Spell[2].First_Cast=20000; ai->Spell[2].Cooldown=60000; ai->Spell[2].CooldownRandomAddition=30000; ai->Spell[2].Cast_Target_Type = CAST_HOSTILE_TARGET; ai->Spell[3].Enabled=true; ai->Spell[3].Spell_Id=22642; // Brood Power: bronze ai->Spell[3].First_Cast=30000; ai->Spell[3].Cooldown=60000; ai->Spell[3].CooldownRandomAddition=30000; ai->Spell[3].Cast_Target_Type = CAST_HOSTILE_TARGET; break; } ai->EnterEvadeMode(); return ai; } void AddSC_mob_blackwing_lair() { Script *newscript; newscript = new Script; newscript->Name="mob_blackwing_lair"; newscript->GetAI = GetAI_mob_blackwinglair; m_scripts[nrscripts++] = newscript; }