/* 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" #define SPELL_VOIDBLAST 32325 #define SPELL_DARKSHELL 32358 struct MANGOS_DLL_DECL boss_pandemoniusAI : public ScriptedAI { boss_pandemoniusAI(Creature *c) : ScriptedAI(c) {EnterEvadeMode();} uint32 VoidBlast_Timer; uint32 DarkShell_Timer; bool InCombat; void EnterEvadeMode() { VoidBlast_Timer = 25000; DarkShell_Timer = 5000; InCombat = false; m_creature->RemoveAllAuras(); m_creature->DeleteThreatList(); m_creature->CombatStop(); DoGoHome(); m_creature->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_DISARM, true); m_creature->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_POLYMORPH, true); m_creature->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_INTERRUPTED, true); m_creature->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_DAZED, true); m_creature->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_FEAR, true); m_creature->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_SILENCE, true); m_creature->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_STUN, true); m_creature->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_INTERRUPT_CAST, true); } void AttackStart(Unit *who) { if (!who) return; if (who->isTargetableForAttack() && who!= m_creature) { //Begin melee attack if we are within range DoStartMeleeAttack(who); InCombat = true; } } 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); DoStartMeleeAttack(who); InCombat = true; } } } void UpdateAI(const uint32 diff) { //Return since we have no target if (!m_creature->SelectHostilTarget()) return; //Check if we have a current target if( m_creature->getVictim() && m_creature->isAlive()) { //DarkShell_Timer if (DarkShell_Timer < diff) { //Cast DoCast(m_creature->getVictim(),SPELL_SHADOWBOLT); //7 seconds until we should cast this agian ShadowBolt_Timer = 5000; }else DarkShell_Timer -= diff; //VoidBlast_Timer if (VoidBlast_Timer < diff) { //Cast Unit* target = NULL; target = SelectUnit(SELECT_TARGET_RANDOM,0); if (target) DoCast(target,SPELL_RAINOFFIRE); //20 seconds until we should cast this agian VoidBlast_Timer = 25000; }else VoidBlast_Timer -= diff; DoMeleeAttackIfReady(); } } }; CreatureAI* GetAI_boss_pandemonius(Creature *_Creature) { return new boss_pandemoniusAI (_Creature); } void AddSC_boss_pandemonius() { Script *newscript; newscript = new Script; newscript->Name="boss_pandemonius"; newscript->GetAI = GetAI_boss_pandemonius; m_scripts[nrscripts++] = newscript; }