Exemple #1
0
        void UpdateAI(const uint32 uiDiff)
        {
            if (uiPhase)
            {
                if (uiTimer <= uiDiff)
                {
                    switch (uiPhase)
                    {
                        case 1:
                            if (Creature* pGuard = me->FindNearestCreature(NPC_STORMWIND_ROYAL, 8.0f, true))
                                DoScriptText(SAY_GUARD_2, pGuard);
                            uiTimer = 3000;
                            uiPhase = 2;
                            break;
                        case 2:
                            DoGuardsDisappearAndDie();
                            uiTimer = 2000;
                            uiPhase = 3;
                            break;
                        case 3:
                            SetEscortPaused(false);
                            uiTimer = 0;
                            uiPhase = 0;
                            break;
                        case 4:
                            DoScriptText(SAY_LESCOVAR_3, me);
                            uiTimer = 0;
                            uiPhase = 0;
                            break;
                        case 5:
                            if (Creature* pMarzon = Unit::GetCreature(*me, MarzonGUID))
                                DoScriptText(SAY_MARZON_1, pMarzon);
                            uiTimer = 3000;
                            uiPhase = 6;
                            break;
                        case 6:
                            DoScriptText(SAY_LESCOVAR_4, me);
                            if (Player* player = GetPlayerForEscort())
                                player->AreaExploredOrEventHappens(QUEST_THE_ATTACK);
                            uiTimer = 2000;
                            uiPhase = 7;
                            break;
                        case 7:
                            if (Creature* pTyrion = me->FindNearestCreature(NPC_TYRION, 20.0f, true))
                                DoScriptText(SAY_TYRION_2, pTyrion);
                            if (Creature* pMarzon = Unit::GetCreature(*me, MarzonGUID))
                                pMarzon->setFaction(14);
                            me->setFaction(14);
                            uiTimer = 0;
                            uiPhase = 0;
                            break;
                    }
                } else uiTimer -= uiDiff;
            }
            npc_escortAI::UpdateAI(uiDiff);

            if (!UpdateVictim())
                return;

            DoMeleeAttackIfReady();
        }
        void UpdateAI(uint32 uiDiff)
        {
            if (uiPhase)
            {
                if (uiTimer <= uiDiff)
                {
                    switch (uiPhase)
                    {
                        case 1:
                            if (Creature* pGuard = me->FindNearestCreature(NPC_STORMWIND_ROYAL, 8.0f, true))
                                pGuard->AI()->Talk(SAY_GUARD_2);
                            uiTimer = 3000;
                            uiPhase = 2;
                            break;
                        case 2:
                            DoGuardsDisappearAndDie();
                            uiTimer = 2000;
                            uiPhase = 3;
                            break;
                        case 3:
                            SetEscortPaused(false);
                            uiTimer = 0;
                            uiPhase = 0;
                            break;
                        case 4:
                            Talk(SAY_LESCOVAR_3);
                            uiTimer = 0;
                            uiPhase = 0;
                            break;
                        case 5:
                            if (Creature* pMarzon = ObjectAccessor::GetCreature(*me, MarzonGUID))
                                pMarzon->AI()->Talk(SAY_MARZON_1);
                            uiTimer = 3000;
                            uiPhase = 6;
                            break;
                        case 6:
                            Talk(SAY_LESCOVAR_4);
                            if (Player* player = GetPlayerForEscort())
                                player->GroupEventHappens(QUEST_THE_ATTACK, me);
                            uiTimer = 2000;
                            uiPhase = 7;
                            break;
                        case 7:
                            if (Creature* pTyrion = me->FindNearestCreature(NPC_TYRION, 20.0f, true))
                                pTyrion->AI()->Talk(SAY_TYRION_2);
                            if (Creature* pMarzon = ObjectAccessor::GetCreature(*me, MarzonGUID))
                                pMarzon->setFaction(14);
                            me->setFaction(14);
                            uiTimer = 0;
                            uiPhase = 0;
                            break;
                    }
                } else uiTimer -= uiDiff;
            }
            npc_escortAI::UpdateAI(uiDiff);

            if (!UpdateVictim())
                return;

            DoMeleeAttackIfReady();
        }
Exemple #3
0
        void UpdateAI(const uint32 diff)
        {
            if (Phase)
            {
                if (Timer <= diff)
                {
                    switch (Phase)
                    {
                        case 1:
                            if (Creature* guard = me->FindCreatureWithDistance(NPC_STORMWIND_ROYAL, 8.0f, true))
								DoSendQuantumText(SAY_GUARD_2, guard);
                            Timer = 3000;
                            Phase = 2;
                            break;
                        case 2:
                            DoGuardsDisappearAndDie();
                            Timer = 2000;
                            Phase = 3;
                            break;
                        case 3:
                            SetEscortPaused(false);
                            Timer = 0;
                            Phase = 0;
                            break;
                        case 4:
							DoSendQuantumText(SAY_LESCOVAR_3, me);
                            Timer = 0;
                            Phase = 0;
                            break;
                        case 5:
                            if (Creature* Marzon = Unit::GetCreature(*me, MarzonGUID))
								DoSendQuantumText(SAY_MARZON_1, Marzon);
                            Timer = 3000;
                            Phase = 6;
                            break;
                        case 6:
							DoSendQuantumText(SAY_LESCOVAR_4, me);
                            if (Player* player = GetPlayerForEscort())
                                player->AreaExploredOrEventHappens(QUEST_THE_ATTACK);
							Timer = 2000;
                            Phase = 7;
                            break;
                        case 7:
                            if (Creature* Tyrion = me->FindCreatureWithDistance(NPC_TYRION, 20.0f, true))
								DoSendQuantumText(SAY_TYRION_2, Tyrion);

                            if (Creature* Marzon = Unit::GetCreature(*me, MarzonGUID))
                                Marzon->SetCurrentFaction(16);

							me->SetCurrentFaction(16);
                            Timer = 0;
                            Phase = 0;
                            break;
                    }
                }
				else Timer -= diff;
            }
            npc_escortAI::UpdateAI(diff);

            if (!UpdateVictim())
                return;

            DoMeleeAttackIfReady();
        }