boss_four_horsemenAI(Creature* c) : BossAI(c, BOSS_HORSEMEN) { id = Horsemen(0); for (uint8 i = 0; i < 4; ++i) if (me->GetEntry() == MOB_HORSEMEN[i]) id = Horsemen(i); caster = (id == HORSEMEN_LADY || id == HORSEMEN_SIR); }
boss_four_horsemenAI(Creature* creature) : BossAI(creature, BOSS_HORSEMEN) { Initialize(); id = Horsemen(0); for (uint8 i = 0; i < 4; ++i) if (me->GetEntry() == NPC_HORSEMEN[i]) id = Horsemen(i); caster = (id == HORSEMEN_LADY || id == HORSEMEN_SIR); }
boss_four_horsemenAI(Creature* creature) : BossAI(creature, BOSS_HORSEMEN) { id = Horsemen(0); for (uint8 i = 0; i < 4; ++i) if (me->GetEntry() == NPC_HORSEMEN[i]) id = Horsemen(i); caster = (id == HORSEMEN_LADY || id == HORSEMEN_SIR); encounterActionReset = false; }
boss_four_horsemenAI(Creature *c) : BossAI(c, BOSS_HORSEMEN) { id = Horsemen(0); for (uint8 i = 0; i < 4; ++i) if (me->GetEntry() == MOB_HORSEMEN[i]) id = Horsemen(i); caster = (id == HORSEMEN_LADY || id == HORSEMEN_SIR); me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true); me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_GRIP, true); }