void JustDied(Unit* /*killer*/) { //DoScriptText(SAY_DEATH, me); DespawnMinions(); _JustDied(); }
void Reset() { isOnGround = true; DespawnMinions(); _Reset(); }
void Reset() { LamentEventTimer = 5000; LamentEvent = false; targetGUID = 0; DespawnMinions(NPC_SYL_SKELETON); }
void JustDied(Unit* /*pKiller*/) { DoScriptText(SAY_DEATH, me); HandleCombatVisual(false); DespawnMinions(); if (instance) instance->SetData(DATA_LADY_NAZJAR, DONE); }
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); }
void Reset() { events.Reset(); me->SetReactState(REACT_AGGRESSIVE); abberationsLeft = 18; withoutGreenPhase = 0; wasInBlackPhase = true; spellsLocked = false; UpdatePhase(PHASE_NON); DespawnMinions(); _Reset(); }
void Reset() { DespawnMinions(); Phase = PHASE_NORMAL_ONE; Phased = false; me->RemoveAllAuras(); HandleCombatVisual(false); if (instance) instance->SetData(DATA_LADY_NAZJAR, NOT_STARTED); }
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(); }
void JustDied(Unit* /*killer*/) { DespawnMinions(NPC_SYL_SKELETON); }
void JustDied(Unit* killer) { DespawnMinions(); }
void JustDied(Unit* /*killer*/) { DespawnMinions(); }