void Reset() { me->SetFullHealth();//dunno why it does not resets health at evade.. me->setActive(true); if (instance) { KalecgosGUID = instance->GetData64(DATA_KALECGOS_DRAGON); instance->SetData(DATA_KALECGOS_EVENT, NOT_STARTED); } if (KalecGUID) { if (Creature* Kalec = Unit::GetCreature(*me, KalecGUID)) Kalec->setDeathState(JUST_DIED); KalecGUID = 0; } ShadowBoltTimer = 7000 + rand()%3 * 1000; AgonyCurseTimer = 20000; CorruptionStrikeTimer = 13000; CheckTimer = 1000; ResetThreat = 1000; isEnraged = false; isBanished = false; me->CastSpell(me, AURA_DEMONIC_VISUAL, true); TeleportAllPlayersBack(); }
void JustDied(Unit* /*killer*/) override { Talk(SAY_SATH_DEATH); me->SetPosition(me->GetPositionX(), me->GetPositionY(), DRAGON_REALM_Z, me->GetOrientation()); TeleportAllPlayersBack(); if (Creature* Kalecgos = ObjectAccessor::GetCreature(*me, KalecgosGUID)) { CAST_AI(boss_kalecgos::boss_kalecgosAI, Kalecgos->AI())->TalkTimer = 1; CAST_AI(boss_kalecgos::boss_kalecgosAI, Kalecgos->AI())->isFriendly = true; } instance->SetBossState(DATA_KALECGOS, DONE); }
void JustDied(Unit* /*killer*/) { DoScriptText(SAY_SATH_DEATH, me); me->SetPosition(me->GetPositionX(), me->GetPositionY(), DRAGON_REALM_Z, me->GetOrientation()); TeleportAllPlayersBack(); if (Creature* Kalecgos = Unit::GetCreature(*me, KalecgosGUID)) { CAST_AI(boss_kalecgos::boss_kalecgosAI, Kalecgos->AI())->TalkTimer = 1; CAST_AI(boss_kalecgos::boss_kalecgosAI, Kalecgos->AI())->isFriendly = true; } if (instance) instance->SetData(DATA_KALECGOS_EVENT, DONE); }
void KilledUnit(Unit* target) { if (target->GetGUID() == KalecGUID) { TeleportAllPlayersBack(); if (Creature* Kalecgos = Unit::GetCreature(*me, KalecgosGUID)) { CAST_AI(boss_kalecgos::boss_kalecgosAI, Kalecgos->AI())->TalkTimer = 1; CAST_AI(boss_kalecgos::boss_kalecgosAI, Kalecgos->AI())->isFriendly = false; } EnterEvadeMode(); return; } DoScriptText(RAND(SAY_SATH_SLAY1, SAY_SATH_SLAY2), me); }
void KilledUnit(Unit* target) override { if (target->GetGUID() == KalecGUID) { TeleportAllPlayersBack(); if (Creature* Kalecgos = ObjectAccessor::GetCreature(*me, KalecgosGUID)) { CAST_AI(boss_kalecgos::boss_kalecgosAI, Kalecgos->AI())->TalkTimer = 1; CAST_AI(boss_kalecgos::boss_kalecgosAI, Kalecgos->AI())->isFriendly = false; } EnterEvadeMode(); return; } Talk(SAY_SATH_SLAY); }
void JustDied(Unit * /*killer*/) { DoScriptText(SAY_SATH_DEATH, me); me->Relocate(me->GetPositionX(), me->GetPositionY(), DRAGON_REALM_Z, me->GetOrientation()); me->RemoveAurasDueToSpell(AURA_SPECTRAL_INVISIBILITY); TeleportAllPlayersBack(); if(Unit *Kalecgos = Unit::GetUnit(*me, KalecgosGUID)) { CAST_AI(boss_kalecgos::boss_kalecgosAI,((Creature*)Kalecgos)->AI())->TalkTimer = 1; CAST_AI(boss_kalecgos::boss_kalecgosAI,((Creature*)Kalecgos)->AI())->isFriendly = true; } if(pInstance) pInstance->SetData(DATA_KALECGOS_EVENT, DONE); }
void Reset() override { me->SetFullHealth();//dunno why it does not resets health at evade.. me->setActive(true); KalecgosGUID = instance->GetGuidData(DATA_KALECGOS_DRAGON); instance->SetBossState(DATA_KALECGOS, NOT_STARTED); if (KalecGUID) { if (Creature* Kalec = ObjectAccessor::GetCreature(*me, KalecGUID)) Kalec->setDeathState(JUST_DIED); KalecGUID.Clear(); } Initialize(); me->CastSpell(me, AURA_DEMONIC_VISUAL, true); TeleportAllPlayersBack(); }
void KilledUnit(Unit *target) { if(target->GetGUID() == KalecGUID) { TeleportAllPlayersBack(); if(Unit *Kalecgos = Unit::GetUnit(*me, KalecgosGUID)) { CAST_AI(boss_kalecgos::boss_kalecgosAI,((Creature*)Kalecgos)->AI())->TalkTimer = 1; CAST_AI(boss_kalecgos::boss_kalecgosAI,((Creature*)Kalecgos)->AI())->isFriendly = false; } EnterEvadeMode(); return; } switch(rand()%2) { case 0: DoScriptText(SAY_SATH_SLAY1, me); break; case 1: DoScriptText(SAY_SATH_SLAY2, me); break; } }