void JustDied(Unit* /*Killer*/) { _JustDied(); DoScriptText(RAND(SAY_BRUNDIR_DEATH_1, SAY_BRUNDIR_DEATH_2), me); if (IsEncounterComplete(instance, me) && instance) instance->SetData(TYPE_ASSEMBLY, DONE); }
void JustDied(Unit* /*killer*/) { DoScriptText(RAND(SAY_BRUNDIR_DEATH_1, SAY_BRUNDIR_DEATH_2), me); if (IsEncounterComplete(instance, me) && instance) { _JustDied(); instance->DoUpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, SPELL_CREDIT_MARKER); } }
void JustDied(Unit* /*killer*/) { DoScriptText(RAND(SAY_MOLGEIM_DEATH_1, SAY_MOLGEIM_DEATH_2), me); if (IsEncounterComplete(pInstance, me) && pInstance) { pInstance->SetBossState(TYPE_ASSEMBLY, DONE); pInstance->DoUpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, SPELL_CREDIT_MARKER); } }
void JustDied(Unit* /*Killer*/) { DoScriptText(RAND(SAY_BRUNDIR_DEATH_1,SAY_BRUNDIR_DEATH_2), me); me->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); phase++; if (IsEncounterComplete(pInstance, me) && pInstance) { pInstance->SetData(TYPE_ASSEMBLY, DONE); Setlootable(pInstance, me); } }
void Setlootable(ScriptedInstance* pInstance, Creature* me) { if(IsEncounterComplete(pInstance, me) == true) { for (uint8 i = 0; i < 3; ++i) { uint64 guid = pInstance->GetData64(DATA_STEELBREAKER+i); if(!guid) return; if (Creature *boss = Unit::GetCreature(*me, guid)) boss->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); } } }
void JustDied(Unit* /*who*/) { DoScriptText(RAND(SAY_MOLGEIM_DEATH_1, SAY_MOLGEIM_DEATH_2), me); if (IsEncounterComplete(instance, me)) instance->SetData(BOSS_ASSEMBLY_OF_IRON, DONE); else me->SetLootRecipient(NULL); if (Creature* Brundir = ObjectAccessor::GetCreature(*me, instance->GetData64(BOSS_BRUNDIR))) if (Brundir->isAlive()) Brundir->AI()->DoAction(ACTION_BRUNDIR); if (Creature* Steelbreaker = ObjectAccessor::GetCreature(*me, instance->GetData64(BOSS_STEELBREAKER))) if (Steelbreaker->isAlive()) Steelbreaker->AI()->DoAction(ACTION_STEELBREAKER); }
void JustDied(Unit* /*Killer*/) { DoScriptText(RAND(SAY_MOLGEIM_DEATH_1, SAY_MOLGEIM_DEATH_2), me); if (IsEncounterComplete(pInstance, me) && pInstance) { pInstance->SetBossState(BOSS_ASSEMBLY, DONE); pInstance->DoCompleteAchievement(ACHIEVEMENT_CHOOSE_MOLGEIM); pInstance->DoUpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, 65195); } else me->SetLootRecipient(NULL); if (Creature* Brundir = me->GetCreature(*me, pInstance->GetData64(DATA_BRUNDIR))) if (Brundir->isAlive()) Brundir->AI()->DoAction(ACTION_BRUNDIR); if (Creature* Steelbreaker = me->GetCreature(*me, pInstance->GetData64(DATA_STEELBREAKER))) if (Steelbreaker->isAlive()) Steelbreaker->AI()->DoAction(ACTION_STEELBREAKER); }
void JustDied(Unit* /*who*/) { DoScriptText(RAND(SAY_BRUNDIR_DEATH_1, SAY_BRUNDIR_DEATH_2), me); if (IsEncounterComplete(instance, me)) instance->SetData(BOSS_ASSEMBLY_OF_IRON, DONE); else me->SetLootRecipient(NULL); if (Creature* Molgeim = ObjectAccessor::GetCreature(*me, instance->GetData64(BOSS_MOLGEIM))) if (Molgeim->isAlive()) Molgeim->AI()->DoAction(ACTION_MOLGEIM); if (Creature* Steelbreaker = ObjectAccessor::GetCreature(*me, instance->GetData64(BOSS_STEELBREAKER))) if (Steelbreaker->isAlive()) Steelbreaker->AI()->DoAction(ACTION_STEELBREAKER); // Prevent to have Brundir somewhere in the air when he die in Air phase if (me->GetPositionZ() > FLOOR_Z) me->GetMotionMaster()->MoveFall(FLOOR_Z); }
void JustDied(Unit* /*Killer*/) { DoScriptText(RAND(SAY_MOLGEIM_DEATH_1,SAY_MOLGEIM_DEATH_2), me); if (IsEncounterComplete(pInstance, me) && pInstance) pInstance->SetData(TYPE_ASSEMBLY, DONE); }
void JustDied(Unit* /*Killer*/) { DoScriptText(RAND(SAY_BRUNDIR_DEATH_1, SAY_BRUNDIR_DEATH_2), me); if (IsEncounterComplete(pInstance, me) && pInstance) pInstance->SetData(BOSS_ASSEMBLY_OF_IRON, DONE); }
void JustDied(Unit* Killer) { if(IsEncounterComplete(pInstance, m_creature) && pInstance) pInstance->SetData(TYPE_ASSEMBLY, DONE); }
void JustDied(Unit* pKiller) { DoScriptText(urand(0,1) ? SAY_STEEL_DEATH1 : SAY_STEEL_DEATH2, m_creature); if (IsEncounterComplete(m_pInstance, m_creature)) m_pInstance->SetData(m_uiBossEncounterId, DONE); }