Ejemplo n.º 1
0
	void DamageTaken(Unit* pDoneBy, uint32& uiDamage)
    {
		if (uiDamage > me->GetHealth() && !phase3){
			uiDamage = 0;
			if (phase2)
				StartPhase3();
			if (phase1)
				StartPhase2();
		}
    }
Ejemplo n.º 2
0
 void DamageTaken(Unit* pDoneBy, uint32& uiDamage)
 {
     if ((uiDamage > m_creature->GetHealth() || 
     m_creature->GetHealth()/m_creature->GetHealth() <= 0.1 )  && !phase3){
         uiDamage = 0;
         if (phase2)
             StartPhase3();
         if (phase1)
             StartPhase2();
     }
 }
Ejemplo n.º 3
0
 void JustDied(Unit* pKiller)
 {
     if (!m_pInstance)
         return;
     if (phase3)
     {
         m_pInstance->SetData(TYPE_BLACK_KNIGHT, DONE);
     }
     if (phase2)
         if (!m_creature->isAlive())
         {
             m_creature->Respawn();
             StartPhase3();
         }
     if (phase1)
         if (!m_creature->isAlive())
         {
             m_creature->Respawn();
             StartPhase2();
         }
 }
Ejemplo n.º 4
0
	void JustDied(Unit* pKiller)
    {
		if (!pInstance)
			return;
		if (phase3)
		{
			SetInstanceData(TYPE_BLACK_KNIGHT, DONE);
			GiveEmblemsToGroup(m_bIsRegularMode ? CONQUETE : 0,1,true);
			GiveRandomReward();
		}
		if (phase2)
			if (!me->isAlive())
			{
				me->Respawn();
				StartPhase3();
			}
		if (phase1)
			if (!me->isAlive())
			{
				me->Respawn();
				StartPhase2();
			}
	}