예제 #1
0
        void JustDied(Unit* /*killer*/)
        {
            //DoScriptText(SAY_DEATH, me);
            DespawnMinions();

            _JustDied();
        }
예제 #2
0
        void Reset()
        {
            isOnGround = true;
            DespawnMinions();

            _Reset();
        }
예제 #3
0
 void Reset()
 {
     LamentEventTimer = 5000;
     LamentEvent = false;
     targetGUID = 0;
     DespawnMinions(NPC_SYL_SKELETON);
 }
예제 #4
0
        void JustDied(Unit* /*pKiller*/)
        {
            DoScriptText(SAY_DEATH, me);

            HandleCombatVisual(false);
            DespawnMinions();

            if (instance)
                instance->SetData(DATA_LADY_NAZJAR, DONE);
        }
예제 #5
0
		void Reset()
		{
			events.Reset();

			me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE);

			IsInHeadPhase = false;

			DespawnMinions();
		}
		boss_feludiusAI(Creature* creature) : ScriptedAI(creature)
		{
			instance = creature->GetInstanceScript();

			Ascendants[0]= creature;

			DespawnCreatures(BOSS_IGNACIOUS);
			Ascendants[1] = Ignacious = me->SummonCreature(BOSS_IGNACIOUS,position[0],TEMPSUMMON_MANUAL_DESPAWN);
			
			DespawnMinions();
		}
        void JustDied(Unit* /*killer*/)
        {
            if(Creature* head = ObjectAccessor::GetCreature(*me, instance->GetData64(NPC_MAGMAWS_HEAD)))
                head->DisappearAndDie();

            DespawnMinions();

            if (instance)
                instance->SetData(DATA_MAGMAW, DONE);

            _JustDied();
        }
        void Reset()
        {
            instance->SetData(DATA_CONCLAVE_OF_WIND_EVENT, NOT_STARTED);

            DespawnMinions();

            events.Reset();
            me->GetMotionMaster()->MoveTargetedHome();

            uiRegentimer = 1000;
            me->SetPower(POWER_MANA,0);
        }
예제 #9
0
        void Reset()
        {   
            events.Reset();
            me->SetReactState(REACT_AGGRESSIVE);
            abberationsLeft = 18;
            withoutGreenPhase = 0;
            wasInBlackPhase = true;
            spellsLocked = false;
            UpdatePhase(PHASE_NON);
            DespawnMinions();

            _Reset();
        }
예제 #10
0
        void Reset()
        {
            DespawnMinions();

            Phase = PHASE_NORMAL_ONE;
            Phased = false;

            me->RemoveAllAuras();

            HandleCombatVisual(false);

            if (instance)
                instance->SetData(DATA_LADY_NAZJAR, NOT_STARTED);
        }
예제 #11
0
        void Reset()
        {
            events.Reset();
            isInManglePhase = false;
            DespawnMinions();
            emoteTimer = 20000;

            me->SetReactState(REACT_PASSIVE);

            if (instance)
                instance->SetData(DATA_MAGMAW, NOT_STARTED);

            _Reset();
        }
		void Reset()
		{
			if(Ignacious->isDead())
				Ignacious->Respawn();

			me->SetVisible(true);			
			me->SetReactState(REACT_AGGRESSIVE);
			me->GetMotionMaster()->MoveTargetedHome();
			me->RemoveFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_NON_ATTACKABLE);

			phase = 1;

			instance->SetData(DATA_ASCENDANT_PHASE, 1);
			DespawnMinions();
		}
예제 #13
0
 void JustDied(Unit* /*killer*/)
 {
    DespawnMinions(NPC_SYL_SKELETON);
 }
예제 #14
0
 void JustDied(Unit* killer)
 {
     DespawnMinions();
 }
예제 #15
0
		void JustDied(Unit* /*killer*/)
		{
			DespawnMinions();
		}