Example #1
0
        uint32 NextStep(uint32 Step)
        {
            Creature* Spark = Unit::GetCreature(*me, SparkGUID);

            switch(Step)
            {
            case 0:
                if (Spark)
                    Spark->GetMotionMaster()->MovePoint(0, -5080.70f, -11253.61f, 0.56f);
                me->GetMotionMaster()->MovePoint(0, -5092.26f, -11252, 0.71f);
                return 9000; // NPCs are walking up to fire
            case 1:
                DespawnNagaFlag(true);
                DoScriptText(EMOTE_SPARK, Spark);
                return 1000;
            case 2:
                DoScriptText(GEEZLE_SAY_1, me, Spark);
                if (Spark)
                {
                    Spark->SetInFront(me);
                    me->SetInFront(Spark);
                }
                return 5000;
            case 3:
                DoScriptText(SPARK_SAY_2, Spark);
                return 7000;
            case 4:
                DoScriptText(SPARK_SAY_3, Spark);
                return 8000;
            case 5:
                DoScriptText(GEEZLE_SAY_4, me, Spark);
                return 8000;
            case 6:
                DoScriptText(SPARK_SAY_5, Spark);
                return 9000;
            case 7:
                DoScriptText(SPARK_SAY_6, Spark);
                return 8000;
            case 8:
                DoScriptText(GEEZLE_SAY_7, me, Spark);
                return 2000;
            case 9:
                me->GetMotionMaster()->MoveTargetedHome();
                if (Spark)
                    Spark->GetMotionMaster()->MovePoint(0, SparkPos[0], SparkPos[1], SparkPos[2]);
                CompleteQuest();
                return 9000;
            case 10:
                if (Spark)
                    Spark->DisappearAndDie();
                DespawnNagaFlag(false);
                me->DisappearAndDie();
            default:
                return 99999999;
            }
        }
        uint32 NextStep(uint8 Step)
        {
            Creature* Spark = ObjectAccessor::GetCreature(*me, SparkGUID);
            if (!Spark)
            {
                me->DespawnOrUnsummon(1);
                return 5000;
            }

            switch (Step)
            {
                case 0:
                    Spark->GetMotionMaster()->MovePoint(0, -5080.70f, -11253.61f, 0.56f);
                    me->GetMotionMaster()->MovePoint(0, -5092.26f, -11252, 0.71f);
                    return 9000;
                case 1:
                    DespawnNagaFlag(true);
                    Spark->AI()->Talk(EMOTE_SPARK);
                    return 1000;
                case 2:
                    Talk(GEEZLE_SAY_1, Spark);
                    Spark->SetInFront(me);
                    me->SetInFront(Spark);
                    return 5000;
                case 3:
                    Spark->AI()->Talk(SPARK_SAY_2);
                    return 7000;
                case 4:
                    Spark->AI()->Talk(SPARK_SAY_3);
                    return 8000;
                case 5:
                    Talk(GEEZLE_SAY_4, Spark);
                    return 8000;
                case 6:
                    Spark->AI()->Talk(SPARK_SAY_5);
                    return 9000;
                case 7:
                    Spark->AI()->Talk(SPARK_SAY_6);
                    return 8000;
                case 8:
                    Talk(GEEZLE_SAY_7, Spark);
                    return 2000;
                case 9:
                    me->GetMotionMaster()->MoveTargetedHome();
                    Spark->GetMotionMaster()->MovePoint(0, SparkPos);
                    CompleteQuest();
                    return 9000;
                case 10:
                    Spark->DespawnOrUnsummon(1);
                    DespawnNagaFlag(false);
                    me->DespawnOrUnsummon(1);
                    return 5000;
                default: return 99999999;
            }
        }
Example #3
0
    uint32 NextStep(uint32 Step)
    {
        Creature* Spark = Unit::GetCreature((*me), SparkGUID);
        if (!Spark)
            return 99999999;

        switch (Step)
        {
        case 0:
            return 99999;
        case 1:
            DespawnNagaFlag(true);
            // @todo: this emote doesnt seem to include Spark's name
            DoScriptText(EMOTE_SPARK, Spark);
            return 1000;
        case 2:
            DoScriptText(GEEZLE_SAY_1, me, Spark);
            Spark->SetInFront(me);
            me->SetInFront(Spark);
            return 5000;
        case 3:
            DoScriptText(SPARK_SAY_2, Spark);
            return 7000;
        case 4:
            DoScriptText(SPARK_SAY_3, Spark);
            return 8000;
        case 5:
            DoScriptText(GEEZLE_SAY_4, me, Spark);
            return 8000;
        case 6:
            DoScriptText(SPARK_SAY_5, Spark);
            return 9000;
        case 7:
            DoScriptText(SPARK_SAY_6, Spark);
            return 8000;
        case 8:
            DoScriptText(GEEZLE_SAY_7, me, Spark);
            return 2000;
        case 9:
            me->GetMotionMaster()->MoveTargetedHome();
            Spark->GetMotionMaster()->MovePoint(0, -5030.95f, -11291.99f, 7.97f);
            CompleteQuest();
            return 9000;
        case 10:
            Spark->DisappearAndDie();
            DespawnNagaFlag(false);
            me->DisappearAndDie();
        default:
            return 99999999;
        }
    }