Example #1
0
    SeaforiumDepthCharge(Creature* pCreature) : MoonScriptCreatureAI(pCreature)
	{
		SetCanMove( false );
		SetCanEnterCombat( false );
		_unit->SetFaction(21);
		RegisterAIUpdateEvent(3000);
	}
		ShadeOfTheHorsemanAI(Creature* pCreature) : MoonScriptCreatureAI(pCreature)
		{
			SetCanEnterCombat(false);
			_unit->SetMount(22653);
			//Spells
			mSummon = AddSpell(SHADE_OF_THE_HORSEMAN_SUMMON, Target_Self, 0, 0, 0);

			//Emotes
			AddEmote(Event_OnDied, "So eager you are, for my blood to spill. Yet to vanquish me, 'tis my head you must kill!", Text_Yell, 11969);
			Emote("Prepare yourselves, the bells have tolled! Shelter your weak, your young, and your old! Each of you shall pay the final sum. Cry for mercy, the reckoning has come!", Text_Yell, 11966);	//On Spawn?

			switch(_unit->GetMapMgr()->GetAreaID(_unit->GetPositionX(), _unit->GetPositionY()))
			{
				case 87: // Goldshire
					{
						WPCount = 30;
						WayPoints = WaypointGoldshire;
					}
					break;
			}

			for(int i = 1 ; i <= WPCount ; ++i)
			{
				AddWaypoint(CreateWaypoint(i, 0, WayPoints[i].addition, WayPoints[i]));
			}
		}
Example #3
0
	void OnCombatStart(Unit* pTarget)
	{
		SetDisplayWeapon(true, true);
		ParentClass::OnCombatStart(pTarget);

		mAliveAdds = 0;
		mLastYell = -1;
		for (int i = 0; i < 4; ++i)
		{
			Unit* pAdd = ForceCreatureFind(Adds[i]);
			if (pAdd != NULL && pAdd->isAlive())
			{
				Unit* pTarget = GetBestPlayerTarget();
				if (pTarget != NULL)
				{
					pAdd->GetAIInterface()->AttackReaction(pTarget, 200);
				}

				++mAliveAdds;
			}
		}
		if (mAliveAdds > 1)
		{
			SetCanEnterCombat(false);
			SetBehavior(Behavior_Spell);
			SetCanMove(false);
		}
	}
Example #4
0
	void OnAddDied()
	{
		if (mAliveAdds > 0)
		{
			--mAliveAdds;
			if (mAliveAdds > 1)
			{
				uint32 RandomText = RandomUInt(1);
				while (RandomText == mLastYell)
				{
					RandomText = RandomUInt(1);
				}

				switch (RandomText)
				{
				case 0:
					Emote("You not kill next one so easy!", Text_Yell, 11369);
					break;
				case 1:
					Emote("Does not prove anything!", Text_Yell, 11370);
					break;
				}

				mLastYell = RandomText;
			}
			else if (mAliveAdds == 1)
			{
				Emote("Good, now you fight me!", Text_Yell, 0);
				SetCanEnterCombat(true);
				SetBehavior(Behavior_Default);
				SetCanMove(true);
			}
		}
	}
Example #5
0
 VoidZoneARC(Creature* pCreature) : MoonScriptCreatureAI(pCreature)
 {
     StopMovement();
     SetCanMove(false);
     SetCanEnterCombat(false);
     RegisterAIUpdateEvent(1000);
 }
 SeaforiumDepthCharge(Creature* pCreature) : MoonScriptCreatureAI(pCreature)
 {
     SetCanMove( false );
     SetCanEnterCombat( false );
     _unit->SetFaction(21);
     p_timer = 3000;
 }
	void UpdateGO()
	{
		--mGoCount;

		if( mGoCount == 0 ) // start encounter
		{
			SetCanEnterCombat( true );
			RemoveAura( 47543 );
			ApplyAura( INTENSE_COLD );
		};
	};
	void OnLoad()
	{
		RegisterAIUpdateEvent(1000);
		SetCanMove(false);
		SetCanEnterCombat(false);
		_unit->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);

		_unit->CastSpell(_unit, dbcSpell.LookupEntry(CYCLON_SPELL), true); 
		_unit->CastSpell(_unit, dbcSpell.LookupEntry(CYCLON_AURA), true);

		ParentClass::OnLoad();
	};
		void OnLoad()
		{
			SetCanEnterCombat(false);
			SetCanMove(false);
			_unit->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);

			Despawn(4500, 0);
			RegisterAIUpdateEvent(500);
			m_part = 0;

			ParentClass::OnLoad();
		};
Example #10
0
    ElizaAI(Creature* pCreature) : MoonScriptCreatureAI(pCreature)
    {
        mElizaCombatTimer = INVALIDATE_TIMER;
        SetCanEnterCombat(false);
        AddSpell(ELIZA_FROST_NOVA, Target_Current, 10, 0, 1, 0, 10, true);
        AddSpell(ELIZA_FROSTBOLT, Target_Current, 20, 3, 1);
        mSummonGuard = AddSpell(ELIZA_SUMMON_GUARD, Target_Self, 0, 0, 0);

        Emote("Wait...you are not my husband. But he must have sent you. And you...look..delicious!", Text_Say);
        mElizaCombatTimer = AddTimer(4000);

        RegisterAIUpdateEvent(1000);
    }
	void OnLoad()
	{
		RegisterAIUpdateEvent(1000);
		_unit->Despawn( 11500, 0 );
		SetFlyMode(true);
		SetCanEnterCombat(false);
		_unit->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
		
		
		_unit->CastSpell(_unit, dbcSpell.LookupEntry(TSUNAMI), true);
		_unit->CastSpell(_unit, dbcSpell.LookupEntry(TSUNAMI_VISUAL), true);

		ParentClass::OnLoad();
	};
Example #12
0
 void AIUpdate()
 {
     ParentClass::AIUpdate();
     if (IsTimerFinished(mElizaCombatTimer))
     {
         SetCanEnterCombat(true);
         AggroNearestUnit();
         RemoveTimer(mElizaCombatTimer);
     }
     if ( GetHealthPercent()>=10 && GetHealthPercent()<=98 && !IsCasting())
     {
         // Correct me if I'm wrong but I saw only 1 guard spawning
         mElizaGuard = _unit->GetMapMgr()->GetInterface()->GetCreatureNearestCoords(_unit->GetPositionX(), _unit->GetPositionY(), _unit->GetPositionZ(), 1871);
         if ( mElizaGuard == NULL )
         {
             CastSpellNowNoScheduling(mSummonGuard);
         }
     }
 }
Example #13
0
        void OnCombatStart(Unit* mTarget)
        {
            SetPhase(0);
            Phasepart = 0;
            SetCanMove(false);
            Phase_Timer = AddTimer(55000);

            SetCanEnterCombat(false);
            _unit->SetEmoteState(EMOTE_ONESHOT_READY1H); // to be replaced for the standstate

            shield = _unit->GetMapMgr()->GetInterface()->GetGameObjectNearestCoords(445.786f, -169.263f, 43.0466f, 184802);
            if (shield)
                shield->SetState(GAMEOBJECT_STATE_CLOSED);

            _unit->SendScriptTextChatMessage(SAY_MELLICHAR_01);
            _unit->SendTimedScriptTextChatMessage(SAY_MELLICHAR_02, 27000);

            ParentClass::OnCombatStart(mTarget);
        }
	void OnReachWP(uint32 iWaypointId, bool bForwards)
	{
		if( iWaypointId == 1 )
		{
			switch( RandomUInt(2) )
			{
			case 0: Emote( "Life from the lifelessness... death for you.",			Text_Yell, 13961); break;
			case 1: Emote( "Nothing is wasted in the process. You will see....",	Text_Yell, 13962); break;
			};
			
			MoonScriptCreatureAI* pAnvil = GetNearestCreature( CN_VOLKHANS_ANVIL );
			if( pAnvil )
				_unit->CastSpell( pAnvil->GetUnit(), SPELL_TEMPER, true );
			else
				_unit->CastSpell( GetUnit(), SPELL_TEMPER, true );

			SetCanEnterCombat( true ); 
			_unit->GetAIInterface()->AttackReaction( GetNearestPlayer() , 1 ); // hackfix
		};
	};
Example #15
0
		KeristraszaAI(Creature* pCreature) : MoonScriptBossAI(pCreature)
		{
			if(IsHeroic())
				AddSpell(CRYSTALFIRE_BREATH_HC, Target_Self, 30, 1, 14);
			else
				AddSpell(CRYSTALFIRE_BREATH, Target_Self, 30, 1, 14);

			AddSpell(CRYSTAL_CHAINS, Target_RandomPlayer, 30, 0, 12);
			AddSpell(TAIL_SWEEP, Target_Self, 40, 0, 8);

			mCrystalize = AddSpell(CRYSTALLIZE, Target_Self, 25, 0, 22);
			mCrystalize->AddEmote("Stay. Enjoy your final moments.", Text_Yell, 13451);

			AddEmote(Event_OnCombatStart, "Preserve? Why? There's no truth in it. No no no... only in the taking! I see that now!", Text_Yell, 13450);
			AddEmote(Event_OnTargetDied, "Now we've come to the truth!", Text_Yell, 13453);
			AddEmote(Event_OnDied, "Dragonqueen... Life-Binder... preserve... me.", Text_Yell, 13454);

			mEnraged = false;
			SetCanEnterCombat(false);
		};
Example #16
0
	void AIUpdate()
	{
		if(!Elite1->isAlive() && !Elite2->isAlive() && !Elite3->isAlive() && !Elite4->isAlive() &&
		!Healer1->isAlive() && !Healer2->isAlive() && !Healer3->isAlive() && !Healer4->isAlive() && GetPhase() == 1)
		{
			SetCanEnterCombat(false);
			SetAllowMelee(false);
			SetAllowRanged(false);
			SetAllowSpell(false);
			SetAllowTargeting(false);
			SetCanMove(false);
			RemoveAllAuras();
			_unit->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_9);		
			Emote("Impossible! Stay your attack, mortal... I submit! I submit!", Text_Yell, 8045);
			SetPhase(2);
			DomoSayTimer1 = AddTimer(7000);
			DomoSayTimer2 = AddTimer(16000);
			DomoTeleportTimer3 = AddTimer(34000);
		}
		
		if(GetPhase() == 2 && IsTimerFinished(DomoSayTimer1))
		{
			Emote("Brashly, you have come to rest the secrets of the Living Flame! You will soon regret the recklessness of your quest", Text_Yell, NULL);
			RemoveTimer(DomoSayTimer1);
		}
		
		if(GetPhase() == 2 && IsTimerFinished(DomoSayTimer2))
		{
			Emote("I go now to summon the lord whose house this is. Should you seek an audience with him, your paltry lives will surely be forfeit! Nevertheless, seek out his lair, if you dare!", Text_Yell, NULL);
			RemoveTimer(DomoSayTimer2);
		}
		
		if(GetPhase() == 2 && IsTimerFinished(DomoTeleportTimer3))
		{
			_unit->SetPosition(838.719971f, -830.810974f, -232.095001f, 2.870590f);
			RemoveTimer(DomoTeleportTimer3);
		}
		
			
		ParentClass::AIUpdate();
	}
Example #17
0
	void AIUpdate()
	{
		if( mStarted == false ) 
		{
			ApplyAura( 44200 );
			ApplyAura( 26586 );
			mStarted = true;
			RegisterAIUpdateEvent( 11500 );
			return;
		}

		if( mStarted == true && GetCanEnterCombat() == false ) //start part 
		{
			SetCanEnterCombat( true );
			SetAllowMelee( true );
			SetAllowSpell( true );
			SetAllowTargeting( true );
			SetCanMove( false );
			AggroNearestUnit( 1 );
		};

		ParentClass::AIUpdate();
	};
Example #18
0
	KilJaedenAI(Creature* pCreature) : MoonScriptBossAI(pCreature)
	{	
		SetCanEnterCombat( false );

		DelayNextAttack( 11600 );
		SetAllowMelee( false );
		SetAllowSpell( false );
		SetAllowTargeting( false );
		SetCanMove( false );
		TriggerCooldownOnAllSpells(); 

		SetCanMove( false );
		Emote( "The expendible have perished... So be it! Now I shall succeed where Sargeras could not! I will bleed this wretched world and secure my place as the true master of the Burning Legion. The end has come! Let the unraveling of this world commence!", Text_Yell, 12500 );
		mStarted = false;
		RegisterAIUpdateEvent( 100 );

		pKJDummy = static_cast<KJDummyAI*>( GetNearestCreature( CN_KIL_JADEN_DUMMY ) );
		if( pKJDummy )
			pKJDummy->AddEncounterCreature( _unit );

		AddPhaseSpell( 1, AddSpell( SOUL_FLAY, Target_Current, 50, 0, 6 ) );
		AddPhaseSpell( 1, AddSpell( LEGION_LIGHTNING, Target_RandomPlayer, 25, 2.0f, 8 ) );
		AddPhaseSpell( 1, AddSpell( FIRE_BLOOM, Target_RandomPlayer, 20, 0, 10 ) );
	};
 PurifyingTotemAI(Creature* pCreature) : MoonScriptCreatureAI(pCreature)
 {
     SetCanEnterCombat( false );
     SetCanMove( false );
     Despawn(8000, 0);
 }
Example #20
0
    void AIUpdate()
    {
        if( anchorGuid == 0 )
        {
            CheckForAnchor();
            if( anchorGuid != 0 )
            {
                state = PHASE_INACTIVE;
                RemoveAIUpdateEvent();
                return;
            }
        }

        if( state == PHASE_INACTIVE )
        {
            _unit->SetStandState( uint8(STANDSTATE_STAND) );
            _unit->RemoveAllAuras();

            Player * plr = _unit->GetMapMgrPlayer( _unit->GetSummonedByGUID() );
            if( plr )
                SetFacingToObject( plr );

            Creature * anchor = _unit->GetMapMgrCreature( anchorGuid );
            if( anchor )
            {
                anchor->SetChannelSpellTargetGUID( 0 );
                anchor->SetChannelSpellId( 0 );
                //anchor->GetCurrentSpell()->cancel();
            }

            timer = AddTimer(1000);
            state = PHASE_STANDUP;
        }
        else if( state == PHASE_STANDUP && IsTimerFinished(timer) )
        {
            _unit->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, "You have committed a big mistake, demon");
            timer = AddTimer(5000);
            state = PHASE_REACH_ARMORY;
        }
        else if( state == PHASE_REACH_ARMORY && IsTimerFinished(timer) )
        {
            // test for nearest coords of armory
            uint32 nearest_entry = 0;
            uint32 nearest_distance = 1000;
            for(uint32 i = 0; i < sizeof(m_ArmoryLocations) / sizeof(Location); i++)
            {
                uint32 distance = _unit->CalcDistance(m_ArmoryLocations[i].x, m_ArmoryLocations[i].y, m_ArmoryLocations[i].z);

                if( distance < nearest_distance )
                {
                    nearest_distance = distance;
                    nearest_entry = i;
                }
            }

            // now go to nearest armory
            MoveTo(m_ArmoryLocations[nearest_entry].x, m_ArmoryLocations[nearest_entry].y, m_ArmoryLocations[nearest_entry].z, true);
            timer = AddTimer(2000);
            state = PHASE_ACTIVATE;
        }
        else if( state == PHASE_ACTIVATE && IsTimerFinished(timer) )
        {
            // face off the player
            Player * plr = _unit->GetMapMgrPlayer( _unit->GetSummonedByGUID() );
            if( plr )
                SetFacingToObject( plr );

            // select suitable spell
            uint32 spell_to_cast = 0;
            for(uint32 i = 0; i < sizeof(m_DisplayToSpell) / sizeof(DisplayToSpell); i++)
            {
                if( m_DisplayToSpell[i].displayid == _unit->GetDisplayId() )
                {
                    spell_to_cast = m_DisplayToSpell[i].spellid;
                    break;
                }
            }

            // change look
            _unit->CastSpell(_unit, spell_to_cast, false);
            _unit->CastSpell(_unit, 48266, false); // blood presence
            timer = AddTimer(2000);
            state = PHASE_ATTACK_PLAYER;
            // he equips same weapon as normal DK?
            SetDisplayWeaponIds(38707, 0);
        }
        else if( state == PHASE_ATTACK_PLAYER && IsTimerFinished(timer) )
        {
            _unit->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, "And now you die!");
            state = PHASE_ATTACKING; // we are fighting
            timer = AddTimer(1000);
        }
        else if( state == PHASE_ATTACKING && IsTimerFinished(timer) )
        {
            _unit->SetFaction( 16 );

            Player * plr = _unit->GetMapMgrPlayer( _unit->GetSummonedByGUID() );
            if( plr )
            {
                SetCanEnterCombat( true );
                _unit->GetAIInterface()->AttackReaction( plr, 500, 0 );
                _unit->GetAIInterface()->setNextTarget( plr );
                _unit->GetAIInterface()->SetAIState(STATE_ATTACKING);
                _unit->GetAIInterface()->EventEnterCombat( plr, 0 );
            }

            state = -1;
            //_unit->SetUInt32Value( UNIT_FIELD_FLAGS, 0 );
        }

        ParentClass::AIUpdate();
    }
Example #21
0
        void AIUpdate()
        {
            SetCanEnterCombat(false);
            SetCanMove(false);
            SetAllowMelee(false);
            SetAllowSpell(false);

            // ORB ONE
            if (IsTimerFinished(Phase_Timer) && GetPhase() == 0)
            {
                if (Phasepart == 0)
                {
                    Spawncounter = 0;
                    orb1 = _unit->GetMapMgr()->GetInterface()->GetGameObjectNearestCoords(482.929f, -151.114f, 43.654f, 183961);
                    if (orb1)
                        orb1->SetState(GAMEOBJECT_STATE_OPEN);

                    switch (RandomUInt(1))
                    {
                        NPC_ID_Spawn = 0;
                        case 0:
                            NPC_ID_Spawn = CN_BLAZING_TRICKSTER;
                            break;
                        case 1:
                            NPC_ID_Spawn = CN_WARP_STALKER;
                            break;
                    }
                    ResetTimer(Phase_Timer, 8000);
                    Phasepart = 1;
                    return;
                }

                else if (Phasepart == 1)
                {
                    if (!NPC_orb1 && NPC_ID_Spawn != 0 && Spawncounter == 0)
                    {
                        ++Spawncounter;
                        NPC_orb1 = SpawnCreature(NPC_ID_Spawn, 475.672f, -147.086f, 42.567f, 3.184015f);
                        return;
                    }
                    else if (NPC_orb1 && !NPC_orb1->IsAlive())
                    {
                        _unit->SendScriptTextChatMessage(SAY_MELLICHAR_03);
                        SetPhase(1);
                        Phasepart = 0;
                        ResetTimer(Phase_Timer, 6000);
                        return;
                    }
                    else
                    {
                        return;
                    }
                    return;
                }
                //return;
            }

            // ORB TWO
            else if (IsTimerFinished(Phase_Timer) && GetPhase() == 1)
            {
                if (Phasepart == 0)
                {
                    Spawncounter = 0;
                    orb2 = _unit->GetMapMgr()->GetInterface()->GetGameObjectNearestCoords(409.062f, -152.161f, 43.653f, 183963);
                    if (orb2)
                        orb2->SetState(GAMEOBJECT_STATE_OPEN);

                    ResetTimer(Phase_Timer, 8000);
                    Phasepart = 1;
                    return;
                }

                else if (Phasepart == 1)
                {
                    if (!NPC_orb2 && Spawncounter == 0)
                    {
                        ++Spawncounter;
                        NPC_orb2 = SpawnCreature(CN_MILLHOUSE_MANASTORM, 413.192f, -148.586f, 42.569f, 0.024347f);
                        return;
                    }
                    else if (NPC_orb2 && NPC_orb2->IsAlive())
                    {
                        Creature* millhouse = static_cast<Creature*>(ForceCreatureFind(CN_MILLHOUSE_MANASTORM));
                        if (millhouse)
                        {
                            millhouse->SendTimedScriptTextChatMessage(SAY_MILLHOUS_01, 2000);

                            _unit->SendTimedScriptTextChatMessage(SAY_MELLICHAR_04, 13000);

                            millhouse->SendTimedScriptTextChatMessage(SAY_MILLHOUS_02, 22000);
                        }
                        SetPhase(2);
                        Phasepart = 0;
                        ResetTimer(Phase_Timer, 25000);
                        return;
                    }
                    else
                    {
                        return;
                    }
                    return;

                }
                //return;
            }

            // ORB THREE
            else if (IsTimerFinished(Phase_Timer) && GetPhase() == 2)
            {
                if (Phasepart == 0)
                {
                    Spawncounter = 0;
                    orb3 = _unit->GetMapMgr()->GetInterface()->GetGameObjectNearestCoords(415.167f, -174.338f, 43.654f, 183964);
                    if (orb3)
                        orb3->SetState(GAMEOBJECT_STATE_OPEN);

                    switch (RandomUInt(1))
                    {
                        NPC_ID_Spawn = 0;
                        case 0:
                            NPC_ID_Spawn = CN_SULFURON_MAGMA_THROWER;
                            break;
                        case 1:
                            NPC_ID_Spawn = CN_AKKIRIS_LIGHTNING_WAKER;
                            break;
                    }
                    ResetTimer(Phase_Timer, 8000);
                    Phasepart = 1;
                    return;
                }

                else if (Phasepart == 1)
                {
                    if (!NPC_orb3 && NPC_ID_Spawn != 0 && Spawncounter == 0)
                    {
                        /// \todo investigate.... saying "1"... really?
                        _unit->SendChatMessage(CHAT_MSG_MONSTER_YELL, LANG_UNIVERSAL, "1");
                        ++Spawncounter;
                        NPC_orb3 = SpawnCreature(NPC_ID_Spawn, 420.050f, -173.500f, 42.580f, 6.110f);
                        return;
                    }
                    else if (!NPC_orb3)
                    {
                        /// \todo investigate.... saying "2"... really?
                        _unit->SendChatMessage(CHAT_MSG_MONSTER_YELL, LANG_UNIVERSAL, "2");
                        NPC_orb3 = GetNearestCreature(NPC_ID_Spawn);
                    }
                    else if (NPC_orb3 && !NPC_orb3->IsAlive())
                    {
                        _unit->SendScriptTextChatMessage(SAY_MELLICHAR_05);
                        SetPhase(3);
                        Phasepart = 0;
                        ResetTimer(Phase_Timer, 8000);
                        return;
                    }
                    else
                    {
                        return;
                    }
                    return;
                }
                //return;
            }

            // ORB FOUR
            else if (IsTimerFinished(Phase_Timer) && GetPhase() == 3)
            {
                if (Phasepart == 0)
                {
                    Spawncounter = 0;
                    orb4 = _unit->GetMapMgr()->GetInterface()->GetGameObjectNearestCoords(476.422f, -174.517f, 42.748f, 183962);
                    if (orb4)
                        orb4->SetState(GAMEOBJECT_STATE_OPEN);

                    switch (RandomUInt(1))
                    {
                        NPC_ID_Spawn = 0;
                        case 0:
                            NPC_ID_Spawn = CN_TWILIGHT_DRAKONAAR;
                            break;
                        case 1:
                            NPC_ID_Spawn = CN_BLACKWING_DRAKONAAR;
                            break;
                    }
                    ResetTimer(Phase_Timer, 8000);
                    Phasepart = 1;
                    return;
                }

                else if (Phasepart == 1)
                {
                    if (!NPC_orb4 && NPC_ID_Spawn != 0 && Spawncounter == 0)
                    {
                        ++Spawncounter;
                        NPC_orb4 = SpawnCreature(NPC_ID_Spawn, 471.153f, -174.715f, 42.589f, 3.097f);
                        return;
                    }
                    else if (!NPC_orb4)
                    {
                        NPC_orb4 = GetNearestCreature(NPC_ID_Spawn);
                    }
                    else if (NPC_orb4 && !NPC_orb4->IsAlive())
                    {
                        _unit->SendScriptTextChatMessage(SAY_MELLICHAR_06);
                        SetPhase(4);
                        Phasepart = 0;
                        ResetTimer(Phase_Timer, 6000);
                        return;
                    }
                    else
                    {
                        return;
                    }
                    return;
                }
                //return;
            }

            else if (IsTimerFinished(Phase_Timer) && GetPhase() == 4)
            {}

            ParentClass::AIUpdate();
            SetCanMove(false);
            SetAllowMelee(false);
            SetAllowSpell(false);
        }
	BrittleGolem(Creature* pCreature) : MoonScriptCreatureAI(pCreature)
	{
		SetCanEnterCombat( false );
        SetCanMove( false );
	};
Example #23
0
	void OnCombatStop(Unit* pTarget)
	{
		ParentClass::OnCombatStop(pTarget);
		SetCanEnterCombat(true);
	}
Example #24
0
		void Release()
		{
			SetCanEnterCombat(true);
			RemoveAura(47543);
			ApplyAura(INTENSE_COLD);
		};