void Reset() { switch (rand()%4) { case 0: DoSay(SAY_ZAPPED0,LANG_UNIVERSAL,NULL); break; case 1: DoSay(SAY_ZAPPED1,LANG_UNIVERSAL,NULL); break; case 2: DoSay(SAY_ZAPPED2,LANG_UNIVERSAL,NULL); break; case 3: DoSay(SAY_ZAPPED3,LANG_UNIVERSAL,NULL); break; } }
void EnterCombat(Unit* who) { if(me->IsNonMeleeSpellCasted(false)) me->InterruptNonMeleeSpells(false); if(roll_chance_f(10.0)) DoSay(RAND(SAY_AGGRO1, SAY_AGGRO2, SAY_AGGRO3), 0, me->getVictim()); }
void Aggro(Unit *who) { if (m_creature->HasAura(SPELL_VISUAL_SLEEP,0)) m_creature->RemoveAura(SPELL_VISUAL_SLEEP,0); if (!m_creature->IsStandState()) m_creature->SetUInt32Value(UNIT_FIELD_BYTES_1, PLAYER_STATE_NONE); switch(rand()%2) { case 0: DoSay(LUMP_SAY0,LANG_UNIVERSAL,NULL); break; case 1: DoSay(LUMP_SAY1,LANG_UNIVERSAL,NULL); break; } }
void JustDied(Unit* Victim) { switch (rand()%4) { case 0: DoSay(SAY_ZAPPED0,LANG_UNIVERSAL,NULL); break; case 1: DoSay(SAY_ZAPPED1,LANG_UNIVERSAL,NULL); break; case 2: DoSay(SAY_ZAPPED2,LANG_UNIVERSAL,NULL); break; case 3: DoSay(SAY_ZAPPED3,LANG_UNIVERSAL,NULL); break; } //m_creature->CastSpell(m_creature,SPELL_SUMMONFREEDSOUL,true); }
void HandleOffCombatEffects() { for (uint8 i = 0; i < 8; ++i) { if(me->GetDBTableGUIDLow() == DrainingList[i]) // draining fel crystal me->CastSpell((Unit*)NULL, SPELL_FEL_CRYSTAL_COSMETIC, false); if(roll_chance_f(2.0f)) DoSay(RAND(SAY_OOC1, SAY_OOC2), 0, me); } }
void NextEvent() { thug_wave++; if(thug_wave > 3 && !say_end) { DoSay(SAY_END, LANG_UNIVERSAL, NULL); m_creature->HandleEmoteCommand(4); DoSay(SAY_MOVE_BACK, LANG_UNIVERSAL, NULL, true); say_end = true; real_event_started = false; } else { if(thug_wave!=1) DoSay(SAY_WAVE, LANG_UNIVERSAL, NULL); ActivateAmbush(DEFIAS_RAIDER, 2 + thug_wave, THUG_SPAWN_R, THUG_SPAWN_X, THUG_SPAWN_Y, THUG_SPAWN_Z, THUG_SPAWN_O, &enemies); } }
void bot_ai::ReceiveEmote(Player *player, uint32 emote) { if (emote == TEXTEMOTE_DANCE) DoSay("I love to dance!",LANG_UNIVERSAL,m_creature->GetGUID(), player); // debug to see what auras are on bot if (emote == TEXTEMOTE_BONK) listAuras(m_creature); // debug to see what auras are on me if (emote == TEXTEMOTE_SALUTE) listAuras(player); if (emote == TEXTEMOTE_STAND) { if (m_creature->GetCharmerGUID() != player->GetGUID()) { m_creature->HandleEmoteCommand(TEXTEMOTE_RUDE); return; } player->SetBotCommandState (COMMAND_STAY); DoSay("Standing Still.",LANG_UNIVERSAL,m_creature->GetGUID(), player); } if (emote == TEXTEMOTE_WAVE) { if (m_creature->GetCharmerGUID() != player->GetGUID()) { m_creature->HandleEmoteCommand(TEXTEMOTE_RUDE); return; } player->SetBotCommandState (COMMAND_FOLLOW); DoSay("Following!",LANG_UNIVERSAL,m_creature->GetGUID(), player); } // buff the requester if (emote == TEXTEMOTE_BOW) { ReceiveBowEmote(player); } } // end ReceiveEmote
void guardAI::EnterCombat(Unit *who) { if (m_creature->GetEntry() == 15184) { switch(rand()%3) { case 0: DoSay("Taste blade, mongrel!", LANG_UNIVERSAL,NULL); break; case 1: DoSay("Please tell me that you didn't just do what I think you just did. Please tell me that I'm not going to have to hurt you...", LANG_UNIVERSAL,NULL); break; case 2: DoSay("As if we don't have enough problems, you go and create more!", LANG_UNIVERSAL,NULL); break; } } if (SpellEntry const *spell = m_creature->reachWithSpellAttack(who)) DoCastSpell(who, spell); }
void SpellHit(Unit *Hitter, const SpellEntry *Spellkind) { if (Spellkind->Id == 8593 && !spellHit) { DoCast(m_creature,32343); //m_creature->SetStandState(UNIT_STAND_STATE_STAND); m_creature->SetUInt32Value(UNIT_DYNAMIC_FLAGS, 0); //m_creature->RemoveAllAuras(); DoSay(SAY_HEAL, LANG_COMMON, NULL); spellHit = true; } }
void SpellHit(Unit *Hitter, const SpellEntry *Spellkind) { if((Spellkind->Id == SPELL_SHIMMERING_VESSEL) && !spellHit && (Hitter->GetTypeId() == TYPEID_PLAYER) && (((Player*)Hitter)->IsActiveQuest(QUEST_REDEEMING_THE_DEAD))) { ((Player*)Hitter)->AreaExploredOrEventHappens(QUEST_REDEEMING_THE_DEAD); DoCast(m_creature,SPELL_REVIVE_SELF); m_creature->SetUInt32Value(UNIT_FIELD_BYTES_1,0); m_creature->SetUInt32Value(UNIT_DYNAMIC_FLAGS, 0); //m_creature->RemoveAllAuras(); DoSay(SAY_HEAL,LANG_THALASSIAN,NULL); spellHit = true; } }
void SimpleAI::DamageTaken(Unit *killer, uint32 &damage) { //Return if damage taken won't kill us if (m_creature->GetHealth() > damage) return; uint32 random_text = rand()%3; //Random yell if (Death_Text[random_text]) if (Death_Say[random_text]) DoSay(Death_Text[random_text], LANG_UNIVERSAL, killer); else DoYell(Death_Text[random_text], LANG_UNIVERSAL, killer); //Random sound if (Death_Sound[random_text]) DoPlaySoundToSet(m_creature, Death_Sound[random_text]); if (!Death_Spell) return; Unit* target = NULL; switch (Death_Target_Type) { case CAST_SELF: target = m_creature; break; case CAST_HOSTILE_TARGET: target = m_creature->getVictim(); break; case CAST_HOSTILE_SECOND_AGGRO: target = SelectUnit(SELECT_TARGET_TOPAGGRO,1); break; case CAST_HOSTILE_LAST_AGGRO: target = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0); break; case CAST_HOSTILE_RANDOM: target = SelectUnit(SELECT_TARGET_RANDOM,0); break; case CAST_JUSTDIED_KILLER: target = killer; break; } //Target is ok, cast a spell on it if (target) DoCast(target, Death_Spell); }
void EventStart(Creature* anchor, Player* target) { wait_timer = 5000; phase = ToEquipping; m_creature->SetUInt32Value(UNIT_FIELD_BYTES_1, 0); anchor->GetPosition(targ_x,targ_y,targ_z); anchor->DealDamage(anchor,anchor->GetHealth()); m_creature->RemoveAurasDueToSpell(SPELL_SOUL_PRISON_CHAIN_SELF); m_creature->RemoveAurasDueToSpell(SPELL_SOUL_PRISON_CHAIN); DoSay(SAY_EVENT_START,LANG_UNIVERSAL,NULL); m_creature->HandleEmoteCommand(EMOTE_ONESHOT_TALK); event_starter = target->GetGUID(); }
void MovementInform(uint32 type, uint32 id) { if(type != POINT_MOTION_TYPE) return; if(id == 1) { wait_timer = 5000; AddEquipp(); DoSay(SAY_EVENT_ATTACK,LANG_UNIVERSAL,NULL); m_creature->HandleEmoteCommand(EMOTE_ONESHOT_TALK); phase = ToAttacking; } }
void SimpleAI::Aggro(Unit *who) { //Reset cast timers if (Spell[0].First_Cast >= 0) Spell_Timer[0] = Spell[0].First_Cast; else Spell_Timer[0] = 1000; if (Spell[1].First_Cast >= 0) Spell_Timer[1] = Spell[1].First_Cast; else Spell_Timer[1] = 1000; if (Spell[2].First_Cast >= 0) Spell_Timer[2] = Spell[2].First_Cast; else Spell_Timer[2] = 1000; if (Spell[3].First_Cast >= 0) Spell_Timer[3] = Spell[3].First_Cast; else Spell_Timer[3] = 1000; if (Spell[4].First_Cast >= 0) Spell_Timer[4] = Spell[4].First_Cast; else Spell_Timer[4] = 1000; if (Spell[5].First_Cast >= 0) Spell_Timer[5] = Spell[5].First_Cast; else Spell_Timer[5] = 1000; if (Spell[6].First_Cast >= 0) Spell_Timer[6] = Spell[6].First_Cast; else Spell_Timer[6] = 1000; if (Spell[7].First_Cast >= 0) Spell_Timer[7] = Spell[7].First_Cast; else Spell_Timer[7] = 1000; if (Spell[8].First_Cast >= 0) Spell_Timer[8] = Spell[8].First_Cast; else Spell_Timer[8] = 1000; if (Spell[9].First_Cast >= 0) Spell_Timer[9] = Spell[9].First_Cast; else Spell_Timer[9] = 1000; uint32 random_text = rand()%3; //Random yell if (Aggro_Text[random_text]) if (Aggro_Say[random_text]) DoSay(Aggro_Text[random_text], LANG_UNIVERSAL, who); else DoYell(Aggro_Text[random_text], LANG_UNIVERSAL, who); //Random sound if (Aggro_Sound[random_text]) DoPlaySoundToSet(m_creature, Aggro_Sound[random_text]); }
void SimpleAI::KilledUnit(Unit *victim) { uint32 random_text = rand()%3; //Random yell if (Kill_Text[random_text]) if (Kill_Say[random_text]) DoSay(Kill_Text[random_text], LANG_UNIVERSAL, victim); else DoYell(Kill_Text[random_text], LANG_UNIVERSAL, victim); //Random sound if (Kill_Sound[random_text]) DoPlaySoundToSet(m_creature, Kill_Sound[random_text]); if (!Kill_Spell) return; Unit* target = NULL; switch (Kill_Target_Type) { case CAST_SELF: target = m_creature; break; case CAST_HOSTILE_TARGET: target = m_creature->getVictim(); break; case CAST_HOSTILE_SECOND_AGGRO: target = SelectUnit(SELECT_TARGET_TOPAGGRO,1); break; case CAST_HOSTILE_LAST_AGGRO: target = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0); break; case CAST_HOSTILE_RANDOM: target = SelectUnit(SELECT_TARGET_RANDOM,0); break; case CAST_KILLEDUNIT_VICTIM: target = victim; break; } //Target is ok, cast a spell on it if (target) DoCast(target, Kill_Spell); }
//*** HANDLED FUNCTION *** //Attack Start is called whenever someone hits us. void AttackStart(Unit *who) { if (!who) return; //Don't attack back if we already have a victim or of the person who hit us is untargettable //We have to say who!= m_creature because currently AoE that apply dots will trigger the creature into attack itself //Since AoEs casted by monsters hit themselves if (m_creature->getVictim() == NULL && who->isTargetableForAttack() && who != m_creature) { //Begin attack DoStartMeleeAttack(who); //Say some stuff DoSay(SAY_AGGRO,LANG_UNIVERSAL,NULL); DoPlaySoundToSet(m_creature,8280); } }
void UpdateAI(const uint32 diff) { if(IsEating) if(EatTimer < diff) { IsEating = false; DoCast(m_creature, SPELL_JUST_EATEN); m_creature->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE); DoSay(SAY_JUST_EATEN, LANG_DRACONIC, NULL); if(PlayerGUID) { Player* plr = ((Player*)Unit::GetUnit((*m_creature), PlayerGUID)); if(plr && plr->GetQuestStatus(10804) == QUEST_STATUS_INCOMPLETE) { plr->KilledMonster(22131, m_creature->GetGUID()); Evade = true; PlayerGUID = 0; } } }else EatTimer -= diff; if(Evade) if(ResetTimer < diff) EnterEvadeMode(); else ResetTimer -= diff; if(!m_creature->SelectHostilTarget() || !m_creature->getVictim()) return; if(CastTimer < diff) { DoCast(m_creature->getVictim(), SPELL_NETHER_BREATH); CastTimer = 5000; }else CastTimer -= diff; DoMeleeAttackIfReady(); }
//*** HANDLED FUNCTION *** //Move in line of sight is called whenever any unit moves within our sight radius (something like 50 yards) void MoveInLineOfSight(Unit *who) { if (!who || m_creature->getVictim()) return; if (who->isTargetableForAttack() && who->isInAccessablePlaceFor(m_creature) && m_creature->IsHostileTo(who)) { float attackRadius = m_creature->GetAttackDistance(who); if (m_creature->IsWithinDist(who, attackRadius) && m_creature->GetDistanceZ(who) <= CREATURE_Z_ATTACK_RANGE) { if(who->HasStealthAura()) who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); //Begin melee attack if we are within range if (m_creature->IsWithinDist(who, ATTACK_DIST)) DoStartMeleeAttack(who); else DoStartRangedAttack(who); //Say some stuff DoSay(SAY_AGGRO,LANG_UNIVERSAL,NULL); DoPlaySoundToSet(m_creature,8280); } } }
//*** HANDLED FUNCTION *** //Attack Start is called whenever someone hits us. void Aggro(Unit *who) { //Say some stuff DoSay(SAY_AGGRO,LANG_UNIVERSAL,NULL); DoPlaySoundToSet(m_creature,8280); }
void SimpleAI::UpdateAI(const uint32 diff) { //Return since we have no target if (!m_creature->SelectHostilTarget() || !m_creature->getVictim()) return; //Spells for (uint32 i = 0; i < 10; ++i) { //Spell not valid if (!Spell[i].Enabled || !Spell[i].Spell_Id) continue; if (Spell_Timer[i] < diff) { //Check if this is a percentage based if (Spell[i].First_Cast < 0 && Spell[i].First_Cast > -100 && m_creature->GetHealth()*100 / m_creature->GetMaxHealth() > -Spell[i].First_Cast) continue; //Check Current spell if (!(Spell[i].InterruptPreviousCast && m_creature->IsNonMeleeSpellCasted(false))) { Unit* target = NULL; switch (Spell[i].Cast_Target_Type) { case CAST_SELF: target = m_creature; break; case CAST_HOSTILE_TARGET: target = m_creature->getVictim(); break; case CAST_HOSTILE_SECOND_AGGRO: target = SelectUnit(SELECT_TARGET_TOPAGGRO,1); break; case CAST_HOSTILE_LAST_AGGRO: target = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0); break; case CAST_HOSTILE_RANDOM: target = SelectUnit(SELECT_TARGET_RANDOM,0); break; } //Target is ok, cast a spell on it and then do our random yell if (target) { if (m_creature->IsNonMeleeSpellCasted(false)) m_creature->InterruptNonMeleeSpells(false); DoCast(target, Spell[i].Spell_Id); //Yell and sound use the same number so that you can make //the creature yell with the correct sound effect attached uint32 random_text = rand()%3; //Random yell if (Spell[i].Text[random_text]) if (Spell[i].Say[random_text]) DoSay(Spell[i].Text[random_text], LANG_UNIVERSAL, target); else DoYell(Spell[i].Text[random_text], LANG_UNIVERSAL, target); //Random sound if (Spell[i].Text_Sound[random_text]) DoPlaySoundToSet(m_creature, Spell[i].Text_Sound[random_text]); } } //Spell will cast agian when the cooldown is up if (Spell[i].CooldownRandomAddition) Spell_Timer[i] = Spell[i].Cooldown + (rand() % Spell[i].CooldownRandomAddition); else Spell_Timer[i] = Spell[i].Cooldown; }else Spell_Timer[i] -= diff; } DoMeleeAttackIfReady(); }