bool Execute(uint32 i, SpellPointer pSpell) { //uint32 uSpellId = pSpell->m_spellInfo->Id; uint32 base_dmg = pSpell->damage; /* Attempt to finish off a wounded foe, causing 125 damage and converting each extra point of rage into 3 additional damage. Only usable on enemies that have less than 20% health. */ UnitPointer target = pSpell->GetUnitTarget(); if(!target || !pSpell->u_caster) return true; // "Only usable on enemies that have less than 20% health." if(target->GetHealthPct() > 20) { // send failed pSpell->SendCastResult(SPELL_FAILED_BAD_TARGETS); return true; } // get the caster's rage points, and convert them // formula is 3 damage * spell rank * rage points uint32 add_damage = (3 * pSpell->m_spellInfo->RankNumber); add_damage *= pSpell->u_caster->GetUInt32Value(UNIT_FIELD_POWER2) / 10; // rage is *10 always // send spell damage log //pSpell->u_caster->SpellNonMeleeDamageLog(target, 20647, base_dmg + add_damage, false); SpellEntry *sp_for_the_logs = dbcSpell.LookupEntry(20647); pSpell->u_caster->Strike( target, MELEE, sp_for_the_logs, base_dmg + add_damage, 0, 0, true, true ); // zero rage pSpell->u_caster->SetUInt32Value(UNIT_FIELD_POWER2, 0); return true; }
void CastSpellOnRandomTarget(uint32 i, float mindist2cast, float maxdist2cast, int minhp2cast, int maxhp2cast) { if (!maxdist2cast) maxdist2cast = 100.0f; if (!maxhp2cast) maxhp2cast = 100; if(_unit->GetCurrentSpell() == NULL && _unit->GetAIInterface()->GetNextTarget()) { std::vector<UnitPointer> TargetTable; /* From M4ksiu - Big THX to Capt who helped me with std stuff to make it simple and fully working <3 */ /* If anyone wants to use this function, then leave this note! */ for(unordered_set<ObjectPointer>::iterator itr = _unit->GetInRangeSetBegin(); itr != _unit->GetInRangeSetEnd(); ++itr) { if (((spells[i].targettype == TARGET_RANDOM_FRIEND && isFriendly(_unit, (*itr))) || (spells[i].targettype != TARGET_RANDOM_FRIEND && isHostile(_unit, (*itr)) && (*itr) != _unit)) && ((*itr)->GetTypeId()== TYPEID_UNIT || (*itr)->GetTypeId() == TYPEID_PLAYER) && (*itr)->GetInstanceID() == _unit->GetInstanceID()) // isAttackable(_unit, (*itr)) && { UnitPointer RandomTarget = NULLUNIT; RandomTarget = TO_UNIT(*itr); if (RandomTarget->isAlive() && _unit->GetDistance2dSq(RandomTarget) >= mindist2cast*mindist2cast && _unit->GetDistance2dSq(RandomTarget) <= maxdist2cast*maxdist2cast && ((RandomTarget->GetHealthPct() >= minhp2cast && RandomTarget->GetHealthPct() <= maxhp2cast && spells[i].targettype == TARGET_RANDOM_FRIEND) || (_unit->GetAIInterface()->getThreatByPtr(RandomTarget) > 0 && isHostile(_unit, RandomTarget)))) { TargetTable.push_back(RandomTarget); } } } if (_unit->GetHealthPct() >= minhp2cast && _unit->GetHealthPct() <= maxhp2cast && spells[i].targettype == TARGET_RANDOM_FRIEND) TargetTable.push_back(_unit); if (!TargetTable.size()) return; size_t RandTarget = rand()%TargetTable.size(); UnitPointer RTarget = TargetTable[RandTarget]; if (!RTarget) return; switch (spells[i].targettype) { case TARGET_RANDOM_FRIEND: case TARGET_RANDOM_SINGLE: _unit->CastSpell(RTarget, spells[i].info, spells[i].instant); break; case TARGET_RANDOM_DESTINATION: _unit->CastSpellAoF(RTarget->GetPositionX(), RTarget->GetPositionY(), RTarget->GetPositionZ(), spells[i].info, spells[i].instant); break; } TargetTable.clear(); } }