Beispiel #1
0
bool EyesAbove(uint32 i, Spell * pSpell)
{
 if( !pSpell->p_caster )
  return true;

 Unit * target = pSpell->GetUnitTarget();
 if( !target || target->GetEntry() != 25432 || !target->isAlive())
  return true;
  
 Player * pPlayer = pSpell->p_caster;
 QuestLogEntry * en = pPlayer->GetQuestLogForEntry( 12453 );
 if( en && en->GetMobCount( 0 ) < en->GetQuest()->required_mobcount[0] )
	{
  en->SetMobCount( 0, en->GetMobCount( 0 ) + 1 );
  en->SendUpdateAddKill( 0 );
  en->UpdatePlayerFields();
	}
 return true;
}
Beispiel #2
0
bool PreparationForBattle(uint32 i, Spell* pSpell)
{
	if(pSpell->p_caster == NULL)
		return true;

	Player* pPlayer = pSpell->p_caster;
	QuestLogEntry* pQuest = pPlayer->GetQuestLogForEntry(12842);
	if(pQuest != NULL)
	{
		if(pQuest->GetMobCount(0) < pQuest->GetQuest()->required_mobcount[0])
		{
			pQuest->SetMobCount(0, pQuest->GetMobCount(0) + 1);
			pQuest->SendUpdateAddKill(0);
			pQuest->UpdatePlayerFields();
			pQuest->SendQuestComplete();
		}
	}
	return true;
};
Beispiel #3
0
bool PrayerBeads(uint32 i, Spell * pSpell)
{
 if( !pSpell->p_caster )
  return true;

 Unit * target = pSpell->GetUnitTarget();
 if( !target || target->GetEntry() != 22431 )
  return true;

 Player * pPlayer = pSpell->p_caster;
 QuestLogEntry * en = pPlayer->GetQuestLogForEntry( 10935 );
 if( en && en->GetMobCount( 0 ) < en->GetQuest()->required_mobcount[0] )
	{
  en->SetMobCount( 0, en->GetMobCount( 0 ) + 1 );
  en->SendUpdateAddKill( 0 );
  en->UpdatePlayerFields();
	}
 return true;
}
Beispiel #4
0
	void OnActivate(Player * pPlayer)
	{
		if(pPlayer->HasFinishedQuest(4284))
		{
			QuestLogEntry *en = pPlayer->GetQuestLogForEntry(4288);
			if(en && en->GetMobCount(0) < en->GetQuest()->required_mobcount[0])
			{
				uint32 newcount = en->GetMobCount(0) + 1;
				en->SetMobCount(0, newcount);
				en->SendUpdateAddKill(0);
				en->UpdatePlayerFields();
				return;
			}	
		}
		else if(pPlayer->HasFinishedQuest(4284) == false)
		{
			pPlayer->BroadcastMessage("You need to have completed the quest : Crystals of Power");
		}
	}
Beispiel #5
0
bool OrbOfMurlocControl(uint32 i, Spell* pSpell)
{
	if(pSpell->m_caster->IsPlayer() == false)
		return true;

	Player* plr = TO_PLAYER(pSpell->u_caster);

	QuestLogEntry *pQuest = plr->GetQuestLogForEntry(11541);
	if(pQuest == NULL)
		return true;

	Unit* mTarget;
	Creature* cTarget;

	for(ObjectSet::iterator itr = pSpell->m_caster->GetInRangeSetBegin(); itr != pSpell->m_caster->GetInRangeSetEnd(); itr++)
	{
		if((*itr)->IsUnit())
			mTarget = TO_UNIT(*itr);
		else
			continue;

		if(pSpell->m_caster->CalcDistance(mTarget) > 5 )
			continue;

		cTarget = TO_CREATURE(mTarget);

		if(cTarget->GetEntry() == 25084)
		{
		  if(pQuest->GetMobCount(0) < pQuest->GetQuest()->required_mobcount[0])
		  {
			pQuest->SetMobCount(0, pQuest->GetMobCount(0) + 1);
			pQuest->SendUpdateAddKill(0);		
			Creature* FreedGreengill = sEAS.SpawnCreature(plr, 25085, cTarget->GetPositionX(), cTarget->GetPositionY(), cTarget->GetPositionZ(), cTarget->GetOrientation(), 0);
			FreedGreengill->Despawn(6*60*1000, 0);
			cTarget->Despawn(0, 6*60*1000);
			pQuest->UpdatePlayerFields();
			return true;
		  }  
		}
  }
  return true;
}
		void OnActivate(Player* pPlayer)
		{
			QuestLogEntry* qle = pPlayer->GetQuestLogForEntry(9667);
			if(qle == NULL)
				return;

			if(qle->GetMobCount(0) < qle->GetQuest()->required_mobcount[0])
			{
				qle->SetMobCount(0, qle->GetMobCount(0) + 1);
				qle->SendUpdateAddKill(0);
				qle->UpdatePlayerFields();
			}

			Creature* princess = pPlayer->GetMapMgr()->GetInterface()->GetCreatureNearestCoords(pPlayer->GetPositionX(), pPlayer->GetPositionY(), pPlayer->GetPositionZ(), 17682);
			if(!princess)
				return;

			princess->Despawn(1000, 6 * 60 * 1000);
			return;
		}
Beispiel #7
0
bool PoweringOurDefenses(uint32 i, Spell* pSpell)
{
    if(pSpell->u_caster->IsPlayer() == false)
        return true;

    Player * plr = TO_PLAYER(pSpell->u_caster);

    QuestLogEntry *qle = plr->GetQuestLogForEntry( 8490 );
    if( qle == NULL )
        return true;

    // Angelis : Need to script the scourge attack

    if( qle && qle->GetMobCount(0) < qle->GetQuest()->required_mobcount[0] )
    {
        qle->SetMobCount(0, qle->GetMobCount(0)+1);
        qle->SendUpdateAddKill(0);
        qle->UpdatePlayerFields();
    }
    return true;
}
// Protecting Our Own
bool ProtectingOurOwn(uint32 i, Spell* pSpell)
{
    if(pSpell->u_caster == NULL || !pSpell->u_caster->IsPlayer())
        return true;

    Player* plr = TO_PLAYER(pSpell->u_caster);
    QuestLogEntry *qle = plr->GetQuestLogForEntry(10488);

    if(qle == NULL)
        return true;

    if ( qle->GetMobCount( 0 ) < qle->GetQuest()->required_mobcount[0] )
    {
        uint32 NewCount = qle->GetMobCount( 0 ) + 1;
        qle->SetMobCount( 0, NewCount );
        qle->SendUpdateAddKill( 0 );
        qle->UpdatePlayerFields();
    }

    return true;
}
Beispiel #9
0
bool HodirsHorn(uint32 i, Spell * pSpell)
{
 if( !pSpell->p_caster )
  return true;

 Unit * target = pSpell->GetUnitTarget();
  if( !target || ( target->GetEntry() != 29974 && target->GetEntry() != 30144 && target->GetEntry() != 30135)  || !target->IsDead())
  return true;

 TO_CREATURE(target)->Despawn(500, 360000);

 Player * pPlayer = pSpell->p_caster;
 QuestLogEntry * en = pPlayer->GetQuestLogForEntry( 12977 );
 if( en && en->GetMobCount( 0 ) < en->GetQuest()->required_mobcount[0] )
 {
  en->SetMobCount( 0, en->GetMobCount( 0 ) + 1 );
  en->SendUpdateAddKill( 0 );
  en->UpdatePlayerFields();
   }
 return true;
}
Beispiel #10
0
bool PlagueSpray(uint32 i, Spell * pSpell)
{
 if( !pSpell->p_caster )
  return true;

 Unit * target = pSpell->GetUnitTarget();
 if( !target || target->GetEntry() != 23652 || !target->isAlive())
  return true;
 else if(!target || target->GetEntry() != 23652 || !target->HasAura(40467)) 
  return false;
 
 Player * pPlayer = pSpell->p_caster;
 QuestLogEntry * en = pPlayer->GetQuestLogForEntry( 11307 );
 if( en && en->GetMobCount( 0 ) < en->GetQuest()->required_mobcount[0] )
 {
  en->SetMobCount( 0, en->GetMobCount( 0 ) + 1 );
  en->SendUpdateAddKill( 0 );
 en->UpdatePlayerFields();
   }
 return true;
}
Beispiel #11
0
bool StoppingtheSpread(uint32 i, Spell* pSpell)
{
  Player *pPlayer = (Player*)pSpell->u_caster;
  if(!pPlayer)
	return true;

  if(!pSpell->u_caster->IsPlayer())
    return true;

  QuestLogEntry *qle = pPlayer->GetQuestLogForEntry(9874);
  if(qle == NULL)
	return true;

  if(qle->GetMobCount(0) < qle->GetQuest()->required_mobcount[0])
  {
	  qle->SetMobCount(0, qle->GetMobCount(0)+1);
	  qle->SendUpdateAddKill(0);
	  qle->UpdatePlayerFields();
  }
  return true;
}
Beispiel #12
0
bool LayWreath(uint32 i, Spell* pSpell) //Peace at Last quest
{
	if ( pSpell == NULL || pSpell->u_caster == NULL || !pSpell->u_caster->IsPlayer() )
		return true;
    
	Player *pPlayer = static_cast< Player* >( pSpell->u_caster );
	QuestLogEntry *pQuest = pPlayer->GetQuestLogForEntry( 11152 );
	if ( pQuest == NULL || pQuest->GetMobCount(0) < pQuest->GetQuest()->required_mobcount[0] )
		return true;

	GameObject *pWreath = sEAS.SpawnGameobject( pPlayer, 501541, pPlayer->GetPositionX(), pPlayer->GetPositionY(), pPlayer->GetPositionZ(), pPlayer->GetOrientation(), 1 );
	if ( pWreath != NULL )
	{
		sEAS.GameobjectDelete( pWreath, 2 * 60 * 1000 );
	}
	
	pQuest->SetMobCount( 0, 1 );
	pQuest->SendUpdateAddKill( 0 );
	pQuest->UpdatePlayerFields();
	return true;
}
Beispiel #13
0
bool Screwdriver(uint32 i, Spell * pSpell)
{
 if( !pSpell->p_caster )
  return true;

 Unit * target = pSpell->GetUnitTarget();
 if( !target || target->GetEntry() != 25753 || !target->IsDead())
  return true;

 ((Creature*)target)->Despawn(500, 360000);

 Player * pPlayer = pSpell->p_caster;
 QuestLogEntry * en = pPlayer->GetQuestLogForEntry( 11730 );
 if( en && en->GetMobCount( 0 ) < en->GetQuest()->required_mobcount[0] )
 {
  en->SetMobCount( 0, en->GetMobCount( 0 ) + 1 );
  en->SendUpdateAddKill( 0 );
  en->UpdatePlayerFields();
   }
 return true;
}
Beispiel #14
0
bool RagefistTorch(uint32 i, Spell * pSpell)
{
 if( !pSpell->p_caster )
  return true;

 Unit * target = pSpell->GetUnitTarget();
 if( !target || ( target->GetEntry() != 25342 && target->GetEntry() != 25343))
  return true;

 ((Creature*)target)->Despawn(500, 360000);

 Player * pPlayer = pSpell->p_caster;
 QuestLogEntry * en = pPlayer->GetQuestLogForEntry( 11593 );
 if( en && en->GetMobCount( 0 ) < en->GetQuest()->required_mobcount[0] )
 {
  en->SetMobCount( 0, en->GetMobCount( 0 ) + 1 );
  en->SendUpdateAddKill( 0 );
  en->UpdatePlayerFields();
   }
 return true;
 }
Beispiel #15
0
bool TelluricPoultice(uint32 i, Spell * pSpell)
{
 if( !pSpell->p_caster )
  return true;

 Unit * target = pSpell->GetUnitTarget();
 if( !target || target->GetEntry() != 30035)
  return true;

 ((Creature*)target)->Despawn(500, 360000);

 Player * pPlayer = pSpell->p_caster;
 QuestLogEntry * en = pPlayer->GetQuestLogForEntry( 12937 );
 if( en && en->GetMobCount( 0 ) < en->GetQuest()->required_mobcount[0] )
 {
	en->SetMobCount( 0, en->GetMobCount( 0 ) + 1 );
	en->SendUpdateAddKill( 0 );
	en->UpdatePlayerFields();
   }
 return true;
}
Beispiel #16
0
bool FindingTheSource(uint32 i, Spell * pSpell)
{
   if(pSpell->u_caster == NULL || !pSpell->u_caster->IsPlayer())
      return true;

   Player *plr = (Player*)pSpell->u_caster;
   QuestLogEntry *qle = plr->GetQuestLogForEntry(974);
   
   if( !qle )
      return true;

   if ( qle->GetMobCount( 0 ) < qle->GetQuest()->required_mobcount[0] )
   {
      uint32 NewCount = qle->GetMobCount( 0 ) + 1;
      qle->SetMobCount( 0, NewCount );
      qle->SendUpdateAddKill( 0 );
      qle->UpdatePlayerFields();
   }

   return true;
}
    void GossipSelectOption(ObjectPointer pObject, PlayerPointer plr, uint32 Id, uint32 IntId, const char * Code)
    {
		if(pObject->GetTypeId()!=TYPEID_UNIT)
			return;
		
        switch(IntId)
        {
        case 1:
			{
				GossipMenu * Menu;
				objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 10614, plr);
				Menu->AddItem( 0, "But you are dragons! How could orcs do this to you?", 2);
				Menu->SendTo(plr);
            }break;
        case 2:
			{
				GossipMenu * Menu;
				objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 10615, plr);
				Menu->AddItem( 0, "Your mate?", 3);
				Menu->SendTo(plr);
            }break;
        case 3:
			{
				GossipMenu * Menu;
				objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 10616, plr);
				Menu->AddItem( 0, "I have battled many beasts, dragon. I will help you.", 4);
				Menu->SendTo(plr);
            }break;
        case 4:
			{
				QuestLogEntry *pQuest = plr->GetQuestLogForEntry(10814);
				if ( pQuest && pQuest->GetMobCount(0) < pQuest->GetQuest()->required_mobcount[0] )
				{
					pQuest->SetMobCount(0, 1);
					pQuest->SendUpdateAddKill(0);
					pQuest->UpdatePlayerFields();
				}
            }break;
		}
    }
bool HealingTheLake(uint32 i, SpellPointer pSpell)
{
	if ( pSpell == NULL || pSpell->u_caster == NULL || !pSpell->u_caster->IsPlayer() )
		return true;

	PlayerPointer pPlayer = TO_PLAYER( pSpell->u_caster );

	QuestLogEntry *pQuest = pPlayer->GetQuestLogForEntry( 9294 );
	if ( pQuest == NULL )
		return true;

	if ( pQuest->GetMobCount( 0 ) < pQuest->GetQuest()->required_mobcount[0] )
	{
		pQuest->SetMobCount( 0, pQuest->GetMobCount( 0 ) + 1 );
		pQuest->SendUpdateAddKill( 0 );
		pQuest->UpdatePlayerFields();
		
		return true;
	}
	
	return true;
}
Beispiel #19
0
	void GossipHello(Object* pObject, Player* pPlayer, bool AutoSend)
	{
		if ( pPlayer == NULL )			// useless, but who knows
			return;

		if ( !pObject->IsCreature() )	// can't imagine to get this null lol
			return;

		int32 i = -1;
		Creature *pPrisoner = static_cast< Creature* >( pObject );
		switch ( pPrisoner->GetEntry() )
		{
		case 20677:
			i = 0;
			break;
		case 20678:
			i = 1;
			break;
		case 20679:
			i = 2;
			break;
		}

		if ( i == -1 )
			return;

		QuestLogEntry *pQuest = pPlayer->GetQuestLogForEntry( 10368 );
		if ( pQuest != NULL && pQuest->GetMobCount( i ) < pQuest->GetQuest()->required_mobcount[i] )
		{
			if ( pPlayer->GetItemInterface()->GetItemCount( 29501 ) > 0 )
			{
				GossipMenu *Menu;
				objmgr.CreateGossipMenuForPlayer( &Menu, pObject->GetGUID(), 10104, pPlayer );
				Menu->AddItem( 0, "Walk free, Elder. Bring the spirits back to your tribe.", 1 );
				if ( AutoSend )
					Menu->SendTo( pPlayer );
			}
		}
   	}
Beispiel #20
0
bool ConvertingSentry(uint32 i, Spell* pSpell)
{
  Player *caster = pSpell->p_caster;
  if(caster == NULL)
    return true;

  Creature *target = static_cast<Creature*>(pSpell->GetUnitTarget());
  if(target == NULL)
    return true;

  // Erratic Sentry: 24972
  if(target->GetEntry() != 24972)
    return true;

  if(!target->isAlive())
    return true;

  QuestLogEntry *qle = NULL;
  qle = caster->GetQuestLogForEntry(11525);
  if(qle == NULL)
  {
	qle = caster->GetQuestLogForEntry(11524);
	if(qle == NULL)
	{
       return true;
    }
  }

  if(qle->GetMobCount(0) == qle->GetQuest()->required_mobcount[0])
    return true;

  qle->SetMobCount(0, qle->GetMobCount(0)+1);
  qle->SendUpdateAddKill(0);
  qle->UpdatePlayerFields();

  target->Despawn(500, 2*60*1000);

  return true;
}
Beispiel #21
0
bool ADireSituation(uint32 i, Spell * pSpell)
{
  Player * pPlayer = TO_PLAYER(pSpell->u_caster);
  if(!pPlayer)
	  return true;

  if(!pSpell->u_caster->IsPlayer())
    return true;

  QuestLogEntry *qle = pPlayer->GetQuestLogForEntry(10506);
  if(qle == NULL)
    return true;

	if(qle->GetMobCount(0) < qle->GetQuest()->required_mobcount[0])
	{
		qle->SetMobCount(0, qle->GetMobCount(0)+1);
		qle->SendUpdateAddKill(0);
		qle->UpdatePlayerFields();
	}

  return true;
}
Beispiel #22
0
bool IncendiaPowder(uint32 i, Spell * pSpell)
{
	if(!pSpell->p_caster) return true;

	QuestLogEntry *en = pSpell->p_caster->GetQuestLogForEntry(5088);
	if(pSpell->p_caster->GetMapMgr()->GetInterface()->GetGameObjectNearestCoords(pSpell->p_caster->GetPositionX(), 
		pSpell->p_caster->GetPositionY(), pSpell->p_caster->GetPositionZ(), 175944) && en)
	{
		
		if(en->GetMobCount(0) < en->GetQuest()->required_mobcount[0])
		{
			en->SetMobCount(0, 1);
			en->SendUpdateAddKill(0);
			en->UpdatePlayerFields();
			return false;
		}
	}

	pSpell->p_caster->GetMapMgr()->GetInterface()->SpawnCreature(10882, -5005.387695f, -2103.348145f, 83.862106f, 6.265121f, true, false, 0, 0);

	return true;
}
	void OnActivate(PlayerPointer pPlayer)
	{
		if(!pPlayer)
			return;

		QuestLogEntry *qle = pPlayer->GetQuestLogForEntry(9544);
		if(qle == NULL)
			return;

		if(qle->GetMobCount(0) < qle->GetQuest()->required_mobcount[0])
		{
			qle->SetMobCount(0, qle->GetMobCount(0)+1);
			qle->SendUpdateAddKill(0);
			qle->UpdatePlayerFields();
		}

		CreaturePointer prisoner = pPlayer->GetMapMgr()->GetInterface()->GetCreatureNearestCoords(pPlayer->GetPositionX(), pPlayer->GetPositionY(), pPlayer->GetPositionZ(), 17375);
		if(!prisoner)
			return;

		prisoner->Despawn(1, 6*60*1000);
	}
Beispiel #24
0
//Ruthless Cunning
bool RuthlessCunning(uint32 i, Spell * pSpell)
{
	if(!pSpell->u_caster->IsPlayer())
		return true;
	
	Player *plr = (Player*)pSpell->u_caster;
	Creature * kilsorrow = plr->GetMapMgr()->GetInterface()->GetCreatureNearestCoords(plr->GetPositionX(), plr->GetPositionY() , plr->GetPositionZ());

	if(!kilsorrow || kilsorrow->isAlive())
		return true;

	QuestLogEntry *qle = plr->GetQuestLogForEntry(9927);

	if(qle && qle->GetMobCount(0) < qle->GetQuest()->required_mobcount[0])
	{
		kilsorrow->Despawn(0, 60000);
		qle->SetMobCount(0, qle->GetMobCount(0)+1);
		qle->SendUpdateAddKill(0);
		qle->UpdatePlayerFields();
	}
	return true;
}
Beispiel #25
0
bool IncineratingOil(uint32 i, Spell * pSpell)

{
 if( !pSpell->p_caster )
  return true;

 Unit * target = pSpell->GetUnitTarget();
 if( !target || target->GetEntry() != 28156 )
  return true;

 TO_CREATURE(target)->Despawn(500, 360000);

 Player * pPlayer = pSpell->p_caster;
 QuestLogEntry * en = pPlayer->GetQuestLogForEntry( 12568 );
 if( en && en->GetMobCount( 0 ) < en->GetQuest()->required_mobcount[0] )
	{
  en->SetMobCount( 0, en->GetMobCount( 0 ) + 1 );
  en->SendUpdateAddKill( 0 );
  en->UpdatePlayerFields();
	}
 return true;
}
Beispiel #26
0
bool AwakenPeon(uint32 i, Spell * pSpell)
{
	if ( pSpell == NULL || pSpell->p_caster == NULL )
		return true;

	Player * pPlayer = pSpell->p_caster;
	Unit * pUnit = pSpell->GetUnitTarget();
	if ( pUnit == NULL || !pUnit->IsCreature() )
		return true;

	Creature * pTarget = TO_CREATURE( pUnit );
	if ( !pTarget->HasAura( 17743 ) )
		return true;

	if ( pTarget->GetEntry() == 10556 )
	{
		QuestLogEntry *pQuest = pPlayer->GetQuestLogForEntry( 5441 );
		if ( pQuest == NULL || pQuest->GetMobCount(0) < pQuest->GetQuest()->required_mobcount[0] )
			return true;

		WorldPacket data(SMSG_PLAY_OBJECT_SOUND, 12);
		data << uint32( 6197 ) << pTarget->GetGUID();
		pPlayer->SendMessageToSet(&data, true);
		pTarget->RemoveAllAuras();
		string Text;
		Text = "Ow!  Ok, I'll get back to work, ";
		Text += pPlayer->GetName();
		Text += "!";
		pTarget->SendChatMessage( CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, Text.c_str() );
		pTarget->Emote( EMOTE_STATE_WORK_CHOPWOOD );

		pQuest->SetMobCount( 0, pQuest->GetMobCount(0)+1 );
		pQuest->SendUpdateAddKill( 0 );
		pQuest->UpdatePlayerFields();
	}

	return true;
}
Beispiel #27
0
bool DouseEternalFlame(uint32 i, Spell* pSpell)
{
    if (pSpell->u_caster == NULL || !pSpell->u_caster->IsPlayer())
        return true;

    Player* plr = TO_PLAYER(pSpell->u_caster);
    QuestLogEntry *qle = plr->GetQuestLogForEntry(9737);
    if(qle == NULL)
        return true;

    GameObject* Flame = plr->GetMapMgr()->GetInterface()->GetGameObjectNearestCoords(3678, -3640, 139, 182068);
    if(Flame != NULL)
    {
        if(plr->CalcDistance(plr, Flame) < 30)
            if(qle->GetMobCount(0) < qle->GetQuest()->required_mobcount[0])
            {
                qle->SetMobCount(0, qle->GetMobCount(0)+1);
                qle->SendUpdateAddKill(0);
                qle->UpdatePlayerFields();
            }
    }
    return true;
}
    	void GossipHello(Object* pObject, Player* pPlayer, bool AutoSend)
    	{
		if(!pPlayer)
			return;

        	GossipMenu *Menu;
		Creature *Prisoner1 = (Creature*)(pObject);
		
		if (Prisoner1 == NULL)
			return;
		
		objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 10104, pPlayer);
		
		QuestLogEntry *en = pPlayer->GetQuestLogForEntry(10368);
		if(en && en->GetMobCount(0) == en->GetQuest()->required_mobcount[0])
			return;

		if(pPlayer->GetQuestLogForEntry(10368) && pPlayer->GetItemInterface()->GetItemCount(29501) > 0)
			Menu->AddItem( 0, "Walk free, Elder. Bring the spirits back to your tribe.", 1);
	 
		if(AutoSend)
			Menu->SendTo(pPlayer);
    	}
bool ForceofNeltharakuSpell(uint32 i, SpellPointer pSpell) // Becoming a Shadoweave Tailor
{
	if(pSpell->u_caster->IsPlayer() == false)
		return true;

	PlayerPointer	pPlayer= TO_PLAYER(pSpell->u_caster);
	UnitPointer		pUnit	= TO_UNIT(pPlayer->GetMapMgr()->GetCreature(GET_LOWGUID_PART(pPlayer->GetSelection())));

	if(pUnit == NULLUNIT)
		return true;

	if(!pUnit->IsCreature())
		return true;

	CreaturePointer		 pTarget	= TO_CREATURE(pUnit);
	QuestLogEntry	 *pQuest	= pPlayer->GetQuestLogForEntry(10854);
	if(pQuest == NULL)
		return true;

	if(pTarget->GetEntry() == 21722 && pPlayer->CalcDistance(pUnit)<30)
	{
		if ( pQuest && pQuest->GetMobCount(0) < pQuest->GetQuest()->required_mobcount[0] )
		{
			pTarget->CastSpell(pPlayer, dbcSpell.LookupEntry(38775), true);
			pQuest->SetMobCount(0, pQuest->GetMobCount(0)+1);
			pQuest->SendUpdateAddKill(0);
			pQuest->UpdatePlayerFields();
			if ( pTarget->GetScript() != NULL )
			{
				MoonScriptCreatureAI *pDrakeAI = static_cast<MoonScriptCreatureAI*>(pTarget->GetScript());
				pDrakeAI->SetCanMove(true);
				pDrakeAI->SetWaypointToMove(0);
			}
		}
	}
	return true;
}
Beispiel #30
0
bool WelcomingtheWolfSpirit(uint32 i, Spell* pSpell)
{
  Player *pPlayer = (Player*)pSpell->u_caster;
  if(!pPlayer)
	  return true;

  if(!pSpell->u_caster->IsPlayer())
    return true;

  QuestLogEntry *qle = pPlayer->GetQuestLogForEntry(10791);
  if(qle == NULL)
    return true;
  
  Creature *spiritwolf = sEAS.SpawnCreature(pPlayer, 19616, pPlayer->GetPositionX()+2, pPlayer->GetPositionY()+3, pPlayer->GetPositionZ(), pPlayer->GetOrientation(), 0);
  spiritwolf->Despawn(5*60*1000, 0);

  if(qle->GetMobCount(0) < qle->GetQuest()->required_mobcount[0])
  {
	qle->SetMobCount(0, qle->GetMobCount(0)+1);
	qle->SendUpdateAddKill(0);
	qle->UpdatePlayerFields();
  }
  return true;
}