void JustDied(Unit* /*Killer*/)
        {
			_JustDied();
            DoScriptText(RAND(SAY_BRUNDIR_DEATH_1, SAY_BRUNDIR_DEATH_2), me);
            if (IsEncounterComplete(instance, me) && instance)
                instance->SetData(TYPE_ASSEMBLY, DONE);
        }
 void JustDied(Unit* /*killer*/)
 {
     DoScriptText(RAND(SAY_BRUNDIR_DEATH_1, SAY_BRUNDIR_DEATH_2), me);
     if (IsEncounterComplete(instance, me) && instance)
     {
         _JustDied();
         instance->DoUpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, SPELL_CREDIT_MARKER);
     }
 }
 void JustDied(Unit* /*killer*/)
 {
     DoScriptText(RAND(SAY_MOLGEIM_DEATH_1, SAY_MOLGEIM_DEATH_2), me);
     if (IsEncounterComplete(pInstance, me) && pInstance)
     {
         pInstance->SetBossState(TYPE_ASSEMBLY, DONE);
         pInstance->DoUpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, SPELL_CREDIT_MARKER);
     }
 }
Beispiel #4
0
    void JustDied(Unit* /*Killer*/)
    {
        DoScriptText(RAND(SAY_BRUNDIR_DEATH_1,SAY_BRUNDIR_DEATH_2), me);
		me->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
		phase++;
        if (IsEncounterComplete(pInstance, me) && pInstance)
		{
			pInstance->SetData(TYPE_ASSEMBLY, DONE);
			Setlootable(pInstance, me);
		}
    }
Beispiel #5
0
void Setlootable(ScriptedInstance* pInstance, Creature* me)
{
	if(IsEncounterComplete(pInstance, me) == true)
	{
		for (uint8 i = 0; i < 3; ++i)
		 {
			 uint64 guid = pInstance->GetData64(DATA_STEELBREAKER+i);
			 if(!guid)
				return;
			 if (Creature *boss = Unit::GetCreature(*me, guid))
				boss->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
		}
	}
}
        void JustDied(Unit* /*who*/)
        {
            DoScriptText(RAND(SAY_MOLGEIM_DEATH_1, SAY_MOLGEIM_DEATH_2), me);
            if (IsEncounterComplete(instance, me))
                instance->SetData(BOSS_ASSEMBLY_OF_IRON, DONE);
            else
                me->SetLootRecipient(NULL);

            if (Creature* Brundir = ObjectAccessor::GetCreature(*me, instance->GetData64(BOSS_BRUNDIR)))
                if (Brundir->isAlive())
                    Brundir->AI()->DoAction(ACTION_BRUNDIR);

            if (Creature* Steelbreaker = ObjectAccessor::GetCreature(*me, instance->GetData64(BOSS_STEELBREAKER)))
                if (Steelbreaker->isAlive())
                    Steelbreaker->AI()->DoAction(ACTION_STEELBREAKER);
        }
        void JustDied(Unit* /*Killer*/)
        {
            DoScriptText(RAND(SAY_MOLGEIM_DEATH_1, SAY_MOLGEIM_DEATH_2), me);
    
            if (IsEncounterComplete(pInstance, me) && pInstance)
            {
                pInstance->SetBossState(BOSS_ASSEMBLY, DONE);
                pInstance->DoCompleteAchievement(ACHIEVEMENT_CHOOSE_MOLGEIM);
                pInstance->DoUpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, 65195);
            }
            else me->SetLootRecipient(NULL);
            
            if (Creature* Brundir = me->GetCreature(*me, pInstance->GetData64(DATA_BRUNDIR)))
                if (Brundir->isAlive())
                    Brundir->AI()->DoAction(ACTION_BRUNDIR);

            if (Creature* Steelbreaker = me->GetCreature(*me, pInstance->GetData64(DATA_STEELBREAKER)))
                if (Steelbreaker->isAlive())
                    Steelbreaker->AI()->DoAction(ACTION_STEELBREAKER);
        }
        void JustDied(Unit* /*who*/)
        {
            DoScriptText(RAND(SAY_BRUNDIR_DEATH_1, SAY_BRUNDIR_DEATH_2), me);
            if (IsEncounterComplete(instance, me))
                instance->SetData(BOSS_ASSEMBLY_OF_IRON, DONE);
            else
                me->SetLootRecipient(NULL);

            if (Creature* Molgeim = ObjectAccessor::GetCreature(*me, instance->GetData64(BOSS_MOLGEIM)))
                if (Molgeim->isAlive())
                    Molgeim->AI()->DoAction(ACTION_MOLGEIM);

            if (Creature* Steelbreaker = ObjectAccessor::GetCreature(*me, instance->GetData64(BOSS_STEELBREAKER)))
                if (Steelbreaker->isAlive())
                    Steelbreaker->AI()->DoAction(ACTION_STEELBREAKER);

            // Prevent to have Brundir somewhere in the air when he die in Air phase
            if (me->GetPositionZ() > FLOOR_Z)
                me->GetMotionMaster()->MoveFall(FLOOR_Z);
        }
 void JustDied(Unit* /*Killer*/)
 {
     DoScriptText(RAND(SAY_MOLGEIM_DEATH_1,SAY_MOLGEIM_DEATH_2), me);
     if (IsEncounterComplete(pInstance, me) && pInstance)
         pInstance->SetData(TYPE_ASSEMBLY, DONE);
 }
 void JustDied(Unit* /*Killer*/)
 {
     DoScriptText(RAND(SAY_BRUNDIR_DEATH_1, SAY_BRUNDIR_DEATH_2), me);
     if (IsEncounterComplete(pInstance, me) && pInstance)
         pInstance->SetData(BOSS_ASSEMBLY_OF_IRON, DONE);
 }
Beispiel #11
0
 void JustDied(Unit* Killer)
 {
     if(IsEncounterComplete(pInstance, m_creature) && pInstance)
         pInstance->SetData(TYPE_ASSEMBLY, DONE);
 }
 void JustDied(Unit* pKiller)
 {
     DoScriptText(urand(0,1) ? SAY_STEEL_DEATH1 : SAY_STEEL_DEATH2, m_creature);
     if (IsEncounterComplete(m_pInstance, m_creature))
         m_pInstance->SetData(m_uiBossEncounterId, DONE);
 }