Example #1
0
void BattlegroundEY::StartingEventOpenDoors()
{
    SpawnBGObject(BG_EY_OBJECT_DOOR_A, RESPAWN_ONE_DAY);
    SpawnBGObject(BG_EY_OBJECT_DOOR_H, RESPAWN_ONE_DAY);

    for (uint32 i = BG_EY_OBJECT_N_BANNER_FEL_REAVER_CENTER; i <= BG_EY_OBJECT_FLAG_NETHERSTORM; ++i)
        SpawnBGObject(i, RESPAWN_IMMEDIATELY);
    for (uint32 i = 0; i < EY_POINTS_MAX; ++i)
    {
        //randomly spawn buff
        uint8 buff = urand(0, 2);
        SpawnBGObject(BG_EY_OBJECT_SPEEDBUFF_FEL_REAVER + buff + i * 3, RESPAWN_IMMEDIATELY);
    }

    // Achievement: Flurry
    StartCriteriaTimer(CRITERIA_TIMED_TYPE_EVENT, BG_EY_EVENT_START_BATTLE);
}
Example #2
0
void BattlegroundWS::StartingEventOpenDoors()
{
    for (uint32 i = BG_WS_OBJECT_DOOR_A_1; i <= BG_WS_OBJECT_DOOR_A_6; ++i)
        DoorOpen(i);
    for (uint32 i = BG_WS_OBJECT_DOOR_H_1; i <= BG_WS_OBJECT_DOOR_H_4; ++i)
        DoorOpen(i);

    for (uint32 i = BG_WS_OBJECT_A_FLAG; i <= BG_WS_OBJECT_BERSERKBUFF_2; ++i)
        SpawnBGObject(i, RESPAWN_IMMEDIATELY);

    SpawnBGObject(BG_WS_OBJECT_DOOR_A_5, RESPAWN_ONE_DAY);
    SpawnBGObject(BG_WS_OBJECT_DOOR_A_6, RESPAWN_ONE_DAY);
    SpawnBGObject(BG_WS_OBJECT_DOOR_H_3, RESPAWN_ONE_DAY);
    SpawnBGObject(BG_WS_OBJECT_DOOR_H_4, RESPAWN_ONE_DAY);

    // players joining later are not eligibles
    StartCriteriaTimer(CRITERIA_TIMED_TYPE_EVENT, WS_EVENT_START_BATTLE);
}