Пример #1
0
 //*** HANDLED FUNCTION ***
 //Attack Start is called whenever someone hits us.
 void EnterCombat(Unit* /*who*/)
 {
     //Say some stuff
     me->MonsterSay(SAY_AGGRO,LANG_UNIVERSAL,0);
     DoPlaySoundToSet(me,8280);
 }
Пример #2
0
 void KilledUnit(Unit *victim)
 {
     m_creature->MonsterYell(SAY_KILL,LANG_UNIVERSAL, NULL);
     DoPlaySoundToSet(m_creature, SOUND_KILL);
 }
Пример #3
0
 void KilledUnit(Unit* /*victim*/)
 {
     me->MonsterYell(SAY_KILL, LANGUAGE_UNIVERSAL, 0);
     DoPlaySoundToSet(me, SOUND_KILL);
 }
 void KilledUnit(Unit* /*victim*/)
 {
     if (!(rand()%3))
         DoPlaySoundToSet(me, SOUND_SLAY);
 }
Пример #5
0
 void KilledUnit(Unit* /*victim*/)
 {
     DoPlaySoundToSet(me, IAmVeklor() ? SOUND_VL_KILL : SOUND_VN_KILL);
 }
Пример #6
0
    void UpdateAI(const uint32 diff)
    {
        if (!UpdateVictim())
            return;

        if (StormCount)
        {
            Unit* pTarget = Unit::GetUnit(*me, CloudGUID);
            if (!pTarget || !pTarget->isAlive())
            {
                EnterEvadeMode();
                return;
            }
            else if (Unit* Cyclone = Unit::GetUnit(*me, CycloneGUID))
                Cyclone->CastSpell(pTarget, 25160, true); // keep casting or...

            if (StormSequenceTimer <= diff)
                HandleStormSequence(pTarget);
            else
                StormSequenceTimer -= diff;

            return;
        }

        if (Enrage_Timer <= diff)
        {
            me->MonsterYell(SAY_ONENRAGE, LANG_UNIVERSAL, 0);
            DoPlaySoundToSet(me, SOUND_ONENRAGE);
            DoCast(me, SPELL_BERSERK, true);
            Enrage_Timer = 600000;
        } else Enrage_Timer -= diff;

        if (StaticDisruption_Timer <= diff)
        {
            Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
            if (!pTarget) pTarget = me->getVictim();
            TargetGUID = pTarget->GetGUID();
            DoCast(pTarget, SPELL_STATIC_DISRUPTION, false);
            me->SetInFront(me->getVictim());
            StaticDisruption_Timer = (10+rand()%8)*1000; // < 20s

            /*if (float dist = me->IsWithinDist3d(pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), 5.0f) dist = 5.0f;
            SDisruptAOEVisual_Timer = 1000 + floor(dist / 30 * 1000.0f);*/
        } else StaticDisruption_Timer -= diff;

        if (GustOfWind_Timer <= diff)
        {
            Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
            if (!pTarget) pTarget = me->getVictim();
            DoCast(pTarget, SPELL_GUST_OF_WIND);
            GustOfWind_Timer = (20+rand()%10)*1000; //20 to 30 seconds(bosskillers)
        } else GustOfWind_Timer -= diff;

        if (CallLighting_Timer <= diff)
        {
            DoCast(me->getVictim(), SPELL_CALL_LIGHTNING);
            CallLighting_Timer = (12 + rand()%5)*1000; //totaly random timer. can't find any info on this
        } else CallLighting_Timer -= diff;

        if (!isRaining && ElectricalStorm_Timer < 8000 + urand(0,5000))
        {
            SetWeather(WEATHER_STATE_HEAVY_RAIN, 0.9999f);
            isRaining = true;
        }

        if (ElectricalStorm_Timer <= diff) {
            Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 50, true);
            if (!pTarget)
            {
                EnterEvadeMode();
                return;
            }
            pTarget->CastSpell(pTarget, 44007, true);//cloud visual
            DoCast(pTarget, SPELL_ELECTRICAL_STORM, false);//storm cyclon + visual
            float x,y,z;
            pTarget->GetPosition(x,y,z);
            if (pTarget)
            {
                pTarget->SetUnitMovementFlags(MOVEFLAG_LEVITATING);
                pTarget->SendMonsterMove(x,y,me->GetPositionZ()+15,0);
            }
            Unit* Cloud = me->SummonTrigger(x, y, me->GetPositionZ()+16, 0, 15000);
            if (Cloud)
            {
                CloudGUID = Cloud->GetGUID();
                Cloud->SetUnitMovementFlags(MOVEFLAG_LEVITATING);
                Cloud->StopMoving();
                Cloud->SetFloatValue(OBJECT_FIELD_SCALE_X, 1.0f);
                Cloud->setFaction(35);
                Cloud->SetMaxHealth(9999999);
                Cloud->SetHealth(9999999);
                Cloud->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
            }
            ElectricalStorm_Timer = 60000; //60 seconds(bosskillers)
            StormCount = 1;
            StormSequenceTimer = 0;
        } else ElectricalStorm_Timer -= diff;

        if (SummonEagles_Timer <= diff)
        {
            me->MonsterYell(SAY_ONSUMMON, LANG_UNIVERSAL, 0);
            DoPlaySoundToSet(me, SOUND_ONSUMMON);

            float x, y, z;
            me->GetPosition(x, y, z);

            for (uint8 i = 0; i < 8; ++i)
            {
                Unit* bird = Unit::GetUnit(*me,BirdGUIDs[i]);
                if (!bird) //they despawned on die
                {
                    if (Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
                    {
                        x = pTarget->GetPositionX() + irand(-10,10);
                        y = pTarget->GetPositionY() + irand(-10,10);
                        z = pTarget->GetPositionZ() + urand(16,20);
                        if (z > 95)
                            z = 95 - urand(0,5);
                    }
                    Creature* pCreature = me->SummonCreature(MOB_SOARING_EAGLE, x, y, z, 0, TEMPSUMMON_CORPSE_DESPAWN, 0);
                    if (pCreature)
                    {
                        pCreature->AddThreat(me->getVictim(), 1.0f);
                        pCreature->AI()->AttackStart(me->getVictim());
                        BirdGUIDs[i] = pCreature->GetGUID();
                    }
                }
            }
            SummonEagles_Timer = 999999;
        } else SummonEagles_Timer -= diff;

        DoMeleeAttackIfReady();
    }
Пример #7
0
    void UpdateAI(const uint32 diff)
    {
        if (waitTimer)
        {
            if (inMove)
            {
                if (waitTimer <= diff)
                {
                    (*me).GetMotionMaster()->MovementExpired();
                    (*me).GetMotionMaster()->MovePoint(MovePhase,NalorakkWay[MovePhase][0],NalorakkWay[MovePhase][1],NalorakkWay[MovePhase][2]);
                    waitTimer = 0;
                } else waitTimer -= diff;
            }
        }

        if (!UpdateVictim())
            return;

        if (Berserk_Timer <= diff)
        {
            DoCast(me, SPELL_BERSERK, true);
            me->MonsterYell(YELL_BERSERK, LANG_UNIVERSAL, 0);
            DoPlaySoundToSet(me, SOUND_YELL_BERSERK);
            Berserk_Timer = 600000;
        } else Berserk_Timer -= diff;

        if (ShapeShift_Timer <= diff)
        {
            if (inBearForm)
            {
                me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY + 1, 5122);
                me->MonsterYell(YELL_SHIFTEDTOTROLL, LANG_UNIVERSAL, 0);
                DoPlaySoundToSet(me, SOUND_YELL_TOTROLL);
                me->RemoveAurasDueToSpell(SPELL_BEARFORM);
                Surge_Timer = 15000 + rand()%5000;
                BrutalSwipe_Timer = 7000 + rand()%5000;
                Mangle_Timer = 10000 + rand()%5000;
                ShapeShift_Timer = 45000 + rand()%5000;
                inBearForm = false;
            }
            else
            {
                me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY + 1, 0);
                me->MonsterYell(YELL_SHIFTEDTOBEAR, LANG_UNIVERSAL, 0);
                DoPlaySoundToSet(me, SOUND_YELL_TOBEAR);
                DoCast(me, SPELL_BEARFORM, true);
                LaceratingSlash_Timer = 2000; // dur 18s
                RendFlesh_Timer = 3000;  // dur 5s
                DeafeningRoar_Timer = 5000 + rand()%5000;  // dur 2s
                ShapeShift_Timer = 20000 + rand()%5000; // dur 30s
                inBearForm = true;
            }
        } else ShapeShift_Timer -= diff;

        if (!inBearForm)
        {
            if (BrutalSwipe_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_BRUTALSWIPE);
                BrutalSwipe_Timer = 7000 + rand()%5000;
            } else BrutalSwipe_Timer -= diff;

            if (Mangle_Timer <= diff)
            {
                if (me->getVictim() && !me->getVictim()->HasAura(SPELL_MANGLEEFFECT, 0))
                {
                    DoCast(me->getVictim(), SPELL_MANGLE);
                    Mangle_Timer = 1000;
                }
                else Mangle_Timer = 10000 + rand()%5000;
            } else Mangle_Timer -= diff;

            if (Surge_Timer <= diff)
            {
                me->MonsterYell(YELL_SURGE, LANG_UNIVERSAL, 0);
                DoPlaySoundToSet(me, SOUND_YELL_SURGE);
                Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM, 1, 45, true);
                if (pTarget)
                    DoCast(pTarget, SPELL_SURGE);
                Surge_Timer = 15000 + rand()%5000;
            } else Surge_Timer -= diff;
        }
        else
        {
            if (LaceratingSlash_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_LACERATINGSLASH);
                LaceratingSlash_Timer = 18000 + rand()%5000;
            } else LaceratingSlash_Timer -= diff;

            if (RendFlesh_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_RENDFLESH);
                RendFlesh_Timer = 5000 + rand()%5000;
            } else RendFlesh_Timer -= diff;

            if (DeafeningRoar_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_DEAFENINGROAR);
                DeafeningRoar_Timer = 15000 + rand()%5000;
            } else DeafeningRoar_Timer -= diff;
        }

        DoMeleeAttackIfReady();
    }
Пример #8
0
    void UpdateAI(const uint32 diff)
    {
        if (!TankGUID)
        {
            if (!UpdateVictim())
                return;

            if (me->GetHealth() < health_20 * (4 - Phase))
                EnterPhase(Phase + 1);
        }

        if (Berserk_Timer <= diff)
        {
            DoCast(me, SPELL_BERSERK, true);
            me->MonsterYell(YELL_BERSERK, LANG_UNIVERSAL, 0);
            DoPlaySoundToSet(me, SOUND_BERSERK);
            Berserk_Timer = 60000;
        }
        else Berserk_Timer -= diff;

        switch (Phase)
        {
        case 0:
            if (Intro_Timer)
            {
                if (Intro_Timer <= diff)
                {
                    me->MonsterYell(YELL_AGGRO, LANG_UNIVERSAL, 0);
                    DoPlaySoundToSet(me, SOUND_AGGRO);
                    Intro_Timer = 0;
                }
                else Intro_Timer -= diff;
            }

            if (Whirlwind_Timer <= diff)
            {
                DoCast(me, SPELL_WHIRLWIND);
                Whirlwind_Timer = 15000 + rand() % 5000;
            }
            else Whirlwind_Timer -= diff;

            if (Grievous_Throw_Timer <= diff)
            {
                if (Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true))
                    DoCast(pTarget, SPELL_GRIEVOUS_THROW, false);
                Grievous_Throw_Timer = 10000;
            }
            else Grievous_Throw_Timer -= diff;
            break;

        case 1:
            if (Creeping_Paralysis_Timer <= diff)
            {
                DoCast(me, SPELL_CREEPING_PARALYSIS);
                Creeping_Paralysis_Timer = 20000;
            }
            else Creeping_Paralysis_Timer -= diff;

            if (Overpower_Timer <= diff)
            {
                // implemented in DoMeleeAttackIfReady()
                Overpower_Timer = 0;
            }
            else Overpower_Timer -= diff;
            break;

        case 2:
            return;

        case 3:
            if (Claw_Rage_Timer <= diff)
            {
                if (!TankGUID)
                {
                    if (Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
                    {
                        TankGUID = me->GetVictim()->GetGUID();
                        me->SetSpeed(MOVE_RUN, 5.0f);
                        AttackStart(pTarget); // change victim
                        Claw_Rage_Timer = 0;
                        Claw_Loop_Timer = 500;
                        Claw_Counter = 0;
                    }
                }
                else if (!Claw_Rage_Timer) // do not do this when Lynx_Rush
                {
                    if (Claw_Loop_Timer <= diff)
                    {
                        Unit* pTarget = me->GetVictim();
                        if (!pTarget || !pTarget->isTargetableForAttack()) pTarget = Unit::GetUnit(*me, TankGUID);
                        if (!pTarget || !pTarget->isTargetableForAttack()) pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
                        if (pTarget)
                        {
                            AttackStart(pTarget);
                            if (me->IsWithinMeleeRange(pTarget))
                            {
                                DoCast(pTarget, SPELL_CLAW_RAGE_DAMAGE, true);
                                ++Claw_Counter;
                                if (Claw_Counter == 12)
                                {
                                    Claw_Rage_Timer = 15000 + rand() % 5000;
                                    me->SetSpeed(MOVE_RUN, 1.2f);
                                    AttackStart(Unit::GetUnit(*me, TankGUID));
                                    TankGUID = 0;
                                    return;
                                }
                                else
                                    Claw_Loop_Timer = 500;
                            }
                        }
                        else
                        {
                            EnterEvadeMode(); // if (pTarget)
                            return;
                        }
                    }
                    else Claw_Loop_Timer -= diff;
                } //if (TankGUID)
            }
            else Claw_Rage_Timer -= diff;

            if (Lynx_Rush_Timer <= diff)
            {
                if (!TankGUID)
                {
                    if (Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
                    {
                        TankGUID = me->GetVictim()->GetGUID();
                        me->SetSpeed(MOVE_RUN, 5.0f);
                        AttackStart(pTarget); // change victim
                        Lynx_Rush_Timer = 0;
                        Claw_Counter = 0;
                    }
                }
                else if (!Lynx_Rush_Timer)
                {
                    Unit* pTarget = me->GetVictim();
                    if (!pTarget || !pTarget->isTargetableForAttack())
                    {
                        pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
                        AttackStart(pTarget);
                    }
                    if (pTarget)
                    {
                        if (me->IsWithinMeleeRange(pTarget))
                        {
                            DoCast(pTarget, SPELL_LYNX_RUSH_DAMAGE, true);
                            ++Claw_Counter;
                            if (Claw_Counter == 9)
                            {
                                Lynx_Rush_Timer = 15000 + rand() % 5000;
                                me->SetSpeed(MOVE_RUN, 1.2f);
                                AttackStart(Unit::GetUnit(*me, TankGUID));
                                TankGUID = 0;
                            }
                            else
                                AttackStart(SelectUnit(SELECT_TARGET_RANDOM, 0));
                        }
                    }
                    else
                    {
                        EnterEvadeMode(); // if (pTarget)
                        return;
                    }
                } //if (TankGUID)
            }
            else Lynx_Rush_Timer -= diff;

            break;
        case 4:
            if (Flame_Whirl_Timer <= diff)
            {
                DoCast(me, SPELL_FLAME_WHIRL);
                Flame_Whirl_Timer = 12000;
            }
            Flame_Whirl_Timer -= diff;

            if (Pillar_Of_Fire_Timer <= diff)
            {
                if (Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
                    DoCast(pTarget, SPELL_SUMMON_PILLAR);
                Pillar_Of_Fire_Timer = 10000;
            }
            else Pillar_Of_Fire_Timer -= diff;

            if (Flame_Breath_Timer <= diff)
            {
                if (Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
                    me->SetInFront(pTarget);
                DoCast(me, SPELL_FLAME_BREATH);
                Flame_Breath_Timer = 10000;
            }
            else Flame_Breath_Timer -= diff;
            break;

        default:
            break;
        }

        if (!TankGUID)
            DoMeleeAttackIfReady();
    }
Пример #9
0
 void JustDied(Unit* Killer)
 {
     DoPlaySoundToSet(m_creature, SOUND_DEATH);
 }
Пример #10
0
    void UpdateAI(const uint32 diff)
    {
        if (!m_creature->SelectHostilTarget() || !m_creature->getVictim() )
            return;

        if(m_creature->GetHealth()*100 / m_creature->GetMaxHealth() < 11)
        {
            Enraged = true;
        }

        if(!Enraged)
        {
            //used for check, when Vexallus cast adds 85%, 70%, 55%, 40%, 25%
            if ((m_creature->GetHealth()*100 / m_creature->GetMaxHealth()) < (100-(SpawnAddInterval*(AlreadySpawnedAmount+1))))
            {
                DoYell(SAY_ENERGY, LANG_UNIVERSAL, NULL);
                DoPlaySoundToSet(m_creature, SOUND_ENERGY);
                Creature* PureEnergyCreature = NULL;
                PureEnergyCreature = DoSpawnCreature(CREATURE_PURE_ENERGY, 10, 0, 0, 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000);
                Unit* target = NULL;
                target = SelectUnit(SELECT_TARGET_RANDOM, 0);
                if (PureEnergyCreature && target)
                    PureEnergyCreature->AI()->AttackStart(target);

                if(Heroic)                                  // *Heroic mode only - he summons two instead of one.
                {
                    PureEnergyCreature = DoSpawnCreature(CREATURE_PURE_ENERGY, -10, 0, 0, 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000);
                    target = SelectUnit(SELECT_TARGET_RANDOM, 0);
                    if (PureEnergyCreature && target)
                        PureEnergyCreature->AI()->AttackStart(target);
                }

                ++AlreadySpawnedAmount;
            };

            if(ChainLightningTimer < diff)
            {
                Unit* target = NULL;
                target = SelectUnit(SELECT_TARGET_RANDOM, 0);
                DoCast(target, SPELL_CHAIN_LIGHTNING);
                ChainLightningTimer = 10000;
            }else ChainLightningTimer -= diff;

            if(ArcaneShockTimer < diff)
            {
                Unit* target = NULL;
                target = SelectUnit(SELECT_TARGET_RANDOM, 0);
                DoCast(target, SPELL_ARCANE_SHOCK);
                ArcaneShockTimer = 8000;
            }else ArcaneShockTimer -= diff;
        }else
        {
            if(OverloadTimer < diff)
            {
                Unit* target = NULL;
                target = SelectUnit(SELECT_TARGET_RANDOM, 0);
                DoCast(target, SPELL_OVERLOAD);
                OverloadTimer = 2200;
            }else OverloadTimer -= diff;
        }
        DoMeleeAttackIfReady();
    }
Пример #11
0
 void KilledUnit(Unit *victim)
 {
     DoYell(SAY_KILL, LANG_UNIVERSAL, NULL);
     DoPlaySoundToSet(victim, SOUND_KILL);
 }
Пример #12
0
    void UpdateAI(const uint32 uiDiff)
    {
        if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
            return;

        if(m_uiIntroTimer < uiDiff)
        {
            if(m_bIsIntroNow)
            {
                m_creature->StopMoving();
                m_creature->GetMotionMaster()->Clear();
                m_creature->GetMotionMaster()->MoveIdle();

                switch(m_uiIntroCount)
                {
                    case 0:
                        DoPlaySoundToSet(m_creature, SOUND_MADR_ICE_BARRIER);
                        m_uiIntroTimer = 6000; break;
                    case 1:
                        DoPlaySoundToSet(m_creature, SOUND_MADR_INTRO);
                        m_uiIntroTimer = 5000; break;
                    case 2:
                        DoPlaySoundToSet(m_creature, SOUND_INTRO);
                        m_uiIntroTimer = 6000; break;
                    case 3:
                        DoPlaySoundToSet(m_creature, SOUND_MADR_ICE_BLOCK);
                        m_uiIntroTimer = 4000; break;
                    case 4:
                        DoPlaySoundToSet(m_creature, SOUND_INTRO_BREAK_ICE);
                        m_uiIntroTimer = 5000; break;
                    case 5:
                        DoPlaySoundToSet(m_creature, SOUND_MADR_TRAP);
                        m_uiIntroTimer = 5000; break;
                    case 6:
                        DoPlaySoundToSet(m_creature, SOUND_INTRO_CHARGE);
                        m_uiIntroTimer = 5000; break;
                    case 7:
                        DoPlaySoundToSet(m_creature, SOUND_MADR_DEATH);
                        m_uiIntroTimer = 5000; break;
                    case 8:
                        DoPlaySoundToSet(m_creature, SOUND_INTRO_KILL_MADRIGOSA);
                        m_uiIntroTimer = 6000; break;
                    case 9:
                        DoPlaySoundToSet(m_creature, SOUND_INTRO_TAUNT);
                        m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim());
                        m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                        m_uiBerserkTimer = 360000;
                        m_bIsIntroNow = false; break;
                }
                ++m_uiIntroCount;
            }
        }else m_uiIntroTimer -= uiDiff;

        if(m_bIsIntroNow)
            return;

        if (m_uiBurnCheckTimer < uiDiff)
        {
            std::list<HostileReference *> t_list = m_creature->getThreatManager().getThreatList();
            for(std::list<HostileReference *>::iterator itr = t_list.begin(); itr!= t_list.end(); ++itr)
            {
                Unit *BurnedPlayer = Unit::GetUnit(*m_creature, (*itr)->getUnitGuid());
                if (BurnedPlayer && BurnedPlayer->GetTypeId() == TYPEID_PLAYER && BurnedPlayer->HasAura(SPELL_BURN_AURA))
                {
                    std::list<HostileReference *> t_list = m_creature->getThreatManager().getThreatList();
                    for(std::list<HostileReference *>::iterator itr = t_list.begin(); itr!= t_list.end(); ++itr)
                    {
                        Unit *TargetedPlayer = Unit::GetUnit(*m_creature, (*itr)->getUnitGuid());  
                        if (TargetedPlayer && TargetedPlayer->GetTypeId() == TYPEID_PLAYER && TargetedPlayer->IsWithinDistInMap(BurnedPlayer, 6) && !TargetedPlayer->HasAura(SPELL_BURN_AURA))
                            TargetedPlayer->CastSpell(TargetedPlayer,SPELL_BURN_AURA,true);
                    }
                }
            }          
            m_uiBurnCheckTimer = 1000;        
        }else m_uiBurnCheckTimer -= uiDiff;

        if (m_uiLoveTimer < uiDiff)
        {
            switch(urand(0, 2))
            {
                case 0: DoScriptText(YELL_LOVE1, m_creature); break;
                case 1: DoScriptText(YELL_LOVE2, m_creature); break;
                case 2: DoScriptText(YELL_LOVE3, m_creature); break;
            }
            m_uiLoveTimer = urand(15000, 23000);
        }
        else
            m_uiLoveTimer -= uiDiff;

        if (m_uiSlashTimer < uiDiff)
        {
            if (Unit* pTarget = m_creature->getVictim())
                DoCast(pTarget,SPELL_METEOR_SLASH);
            m_uiSlashTimer = 11000;
        }else m_uiSlashTimer -= uiDiff;

        if (m_uiStompTimer < uiDiff)
        {
            if (Unit* pTarget = m_creature->getVictim())
            {
                DoCast(pTarget,SPELL_STOMP);

                if (pTarget->HasAura(SPELL_BURN_AURA,0))
                   pTarget->RemoveAurasDueToSpell(SPELL_BURN_AURA);
            }
            m_uiStompTimer = 30000;
        }
        else
            m_uiStompTimer -= uiDiff;

        if (m_uiBurnTimer < uiDiff)
        {
            if (Unit* target = SelectUnit(SELECT_TARGET_RANDOM, 0))
            {
                DoCast(target,SPELL_BURN);
                target->CastSpell(target,SPELL_BURN_AURA, true);
            }
            m_uiBurnTimer = 60000;
        }
        else m_uiBurnTimer -= uiDiff;

        if (m_uiBerserkTimer < uiDiff)
        {
            DoScriptText(YELL_BERSERK, m_creature);
            DoCast(m_creature,SPELL_BERSERK);
            m_uiBerserkTimer = 20000;
        }
        else
            m_uiBerserkTimer -= uiDiff;

        DoMeleeAttackIfReady();
    }
    void UpdateAI(const uint32 diff)
    {
		if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
            return;

        if(m_uiEnrageTimer < diff)
        {
			DoCastSpellIfCan(m_creature, SPELL_ENRAGE, true);
            m_uiEnrageTimer = 30000;
        }m_uiEnrageTimer -= diff;
 
        if(!m_bIsFlyPhase) //ground phase 
        {
            if(m_uiFlyPhaseTimer < diff) // fly phase start
            {
				//Go Fly
				m_creature->GetMap()->CreatureRelocation(m_creature, 1469, 596, m_creature->GetPositionZ()+20, m_creature->GetOrientation());     
				m_creature->StopMoving();
                m_creature->GetMotionMaster()->Clear();
                m_creature->GetMotionMaster()->MoveIdle();

				//FlyPhase Timers Start
				m_uiLandPhaseTimer			= 80000;
                m_uiDemonicVaporTimer       = 2000;
                m_uiFogOfCorruptionTimer    = 20000;
				m_uiFogTimer				= 500;
                m_uiMaxBreathCount			= 0;
                m_uiFogCount				= 0;
				m_uiCycle					= 0;
                m_bIsFlyPhase				= true;
				m_bToStartPos				= false;
				m_bToLineStartPos			= false;
				m_bFlyOver					= false;
				m_bFog						= false;
				m_bNextCycle				= false;

				

				return;
            }else m_uiFlyPhaseTimer -= diff;
 
            if(m_uiCorrosionTimer < diff)
            {
                DoScriptText(YELL_CORROSION, m_creature);
                if(m_creature->getVictim())
					DoCastSpellIfCan(m_creature->getVictim(), SPELL_CORROSION);
                m_uiCorrosionTimer = 72000;
            }else m_uiCorrosionTimer -= diff;
 
            if(m_uiNoxiousFumesTimer < diff && !m_bIsCastedNoxiousFumes)
            {
                DoScriptText(YELL_NOXIOUSFUMES, m_creature);
                DoPlaySoundToSet(m_creature, 12478);
				DoCastSpellIfCan(m_creature, SPELL_NOXIOUSFUMES_AURA);
                m_bIsCastedNoxiousFumes = true;
            }else m_uiNoxiousFumesTimer -= diff;
 
            if(m_uiGasNovaTimer < diff)
            {
				DoCastSpellIfCan(m_creature, SPELL_GASNOVA);
                m_uiGasNovaTimer = 35000;
            }else m_uiGasNovaTimer -= diff;

            if(m_uiEncapsulateTimer < diff)
            {
                if(Unit* target = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
                {
                    m_uiEncapsulateGUID = target->GetGUID();
                    DoCastSpellIfCan(target, SPELL_ENCAPSULATE_CHANNEL);
                }
                m_uiEncapsulateTimer = 30000;
            }else m_uiEncapsulateTimer -= diff;
 
            if(m_uiCleaveTimer < diff)
            {
                DoScriptText(YELL_CLEAVE, m_creature);

                if(m_creature->getVictim())
					DoCastSpellIfCan(m_creature->getVictim(), SPELL_CLEAVE);
                m_uiCleaveTimer = 28000;
            }else m_uiCleaveTimer -= diff;

            DoMeleeAttackIfReady();
        }
        else  // fly phase
        {
			if(m_uiLandPhaseTimer < diff) //fly phase -> ground phase
            {
                m_creature->GetMap()->CreatureRelocation(m_creature, m_creature->GetPositionX(), m_creature->GetPositionY(), m_creature->GetPositionZ()-20, m_creature->GetOrientation());
                m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim());
                m_uiFlyPhaseTimer       = 60000;
                m_bIsFlyPhase           = false;

                m_uiCorrosionTimer      = 20000;
                m_uiCleaveTimer         = 10000;
                m_uiEncapsulateTimer    = 10000;
                m_uiGasNovaTimer        = 15000;

				m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);

			}else m_uiLandPhaseTimer -= diff;

			//start demonic vapor
			if(m_uiDemonicVaporTimer < diff && m_uiMaxBreathCount <= 2)
			{
                m_bDemonicVapor = true;

				if (m_uiMaxBreathCount < 2)
					DoCast(m_creature, SPELL_DEMONIC_VAPOR);

                if (m_uiMaxBreathCount++ == 2)
                {
                    m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                    m_bDemonicVapor      = false;
                    m_bIsFogOfCorruption = true;
					m_bToStartPos		 = true;
                    m_creature->GetMotionMaster()->Clear();
                }
                else
				    m_uiDemonicVaporTimer=12000;
			}
			else
                m_uiDemonicVaporTimer -=diff;

            if(m_bDemonicVapor)
            {
                m_creature->StopMoving();
            }

            // fog of corruption phase
			if(m_bIsFogOfCorruption)
            {
				if(m_bToStartPos) // move felmyst to fog of corruption start position
				{
					++m_uiCycle;
					m_bToStartPos = false;
					// go to Line Start Position
					m_uiOnStartPosTimer = 7000;
					m_bToLineStartPos = true;
					switch(m_uiCycle)
					{
						//move felmyst to west or east start position
						case 1:	m_creature->GetMotionMaster()->MovePoint(0,WESTSTART[0],WESTSTART[1],WESTSTART[2]);break;
						case 2: m_creature->GetMotionMaster()->MovePoint(0,EASTSTART[0],EASTSTART[1],EASTSTART[2]);break;
						case 3: m_creature->GetMotionMaster()->MovePoint(0,WESTSTART[0],WESTSTART[1],WESTSTART[2]);break;
						case 4: m_bIsFogOfCorruption = false; m_bToLineStartPos = false;break;
					}
				}
	
				// felmyst should be on start position now.
				if(m_bToLineStartPos)
					if(m_uiOnStartPosTimer < diff) 
					{
						m_creature->GetMotionMaster()->Clear();
						//go to random Line startposition

						m_uiLine = urand(0,2);
								//west 
						if(m_uiCycle==1||m_uiCycle==3)
							switch(m_uiLine)
							{
								case NORTH:		m_creature->GetMotionMaster()->MovePoint(0,WESTNORTH[0],WESTNORTH[1],WESTNORTH[2]);break;
								case MIDDLE:	m_creature->GetMotionMaster()->MovePoint(0,WESTMID[0],WESTMID[1],WESTMID[2]);break;	
								case SOUTH:		m_creature->GetMotionMaster()->MovePoint(0,WESTSOUTH[0],WESTSOUTH[1],WESTSOUTH[2]);break;	
							}
						else	//east
							switch(m_uiLine)
							{
								case NORTH:		m_creature->GetMotionMaster()->MovePoint(0,EASTNORTH[0],EASTNORTH[1],EASTNORTH[2]);break;
								case MIDDLE:	m_creature->GetMotionMaster()->MovePoint(0,EASTMID[0],EASTMID[1],EASTMID[2]);break;	
								case SOUTH:		m_creature->GetMotionMaster()->MovePoint(0,EASTSOUTH[0],EASTSOUTH[1],EASTSOUTH[2]);break;	
							}
						m_bToLineStartPos = false;
						//go fly over
						m_uiFlyOverTimer = 3500;
						m_bFlyOver = true; 

					}else m_uiOnStartPosTimer -=diff;

				// let felmyst fly over the battlefield
				if(m_bFlyOver)
					if(m_uiFlyOverTimer < diff)
					{
						m_creature->GetMotionMaster()->Clear();
						m_creature->SetSpeedRate(MOVE_FLIGHT,4.0,true);
						m_creature->SetSpeedRate(MOVE_RUN,4.0,true);
						if(m_uiCycle==1||m_uiCycle==3)
							switch(m_uiLine)
							{
								case NORTH:		m_creature->GetMotionMaster()->MovePoint(0,EASTNORTH[0],EASTNORTH[1],EASTNORTH[2]);break;	
								case MIDDLE:	m_creature->GetMotionMaster()->MovePoint(0,EASTMID[0],EASTMID[1],EASTMID[2]);break;		
								case SOUTH:		m_creature->GetMotionMaster()->MovePoint(0,EASTSOUTH[0],EASTSOUTH[1],EASTSOUTH[2]);break;
							}
						else
							switch(m_uiLine)
							{
								case NORTH:		m_creature->GetMotionMaster()->MovePoint(0,WESTNORTH[0],WESTNORTH[1],WESTNORTH[2]);break;	
								case MIDDLE:	m_creature->GetMotionMaster()->MovePoint(0,WESTMID[0],WESTMID[1],WESTMID[2]);break;		
								case SOUTH:		m_creature->GetMotionMaster()->MovePoint(0,WESTSOUTH[0],WESTSOUTH[1],WESTSOUTH[2]);break;
							}
						m_bFlyOver = false;
						//spawn fog of corruption
						m_uiFogCount = 0;
						m_bFog = true;
						//next cycle
						m_uiNextCycleTimer = 4000;
						m_bNextCycle = true;
					
					} else m_uiFlyOverTimer -=diff;

				if(m_bNextCycle)
					if(m_uiNextCycleTimer < diff)
					{
						m_creature->SetSpeedRate(MOVE_FLIGHT,1.0,true);
						m_creature->SetSpeedRate(MOVE_RUN,1.0,true);
						m_bNextCycle = false;
						//next cycle
						m_bToStartPos = true;
					}else m_uiNextCycleTimer -=diff;

				if(m_bFog)// spawn fog of corruption
					if(m_uiFogTimer < diff)
					{
						if(m_uiLine==NORTH)
						{
							// north breath
							if(m_uiCycle==1||m_uiCycle==3)
								switch(m_uiFogCount)	
								{	// fog from west to east
									case 0:	m_creature->SummonCreature(MOB_DEATH_CLOUD,1496.38f,679.56f,21.43f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 1:	m_creature->SummonCreature(MOB_DEATH_CLOUD,1499.99f,659.77f,24.17f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 2:	m_creature->SummonCreature(MOB_DEATH_CLOUD,1506.29f,638.52f,25.90f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 3:	m_creature->SummonCreature(MOB_DEATH_CLOUD,1510.55f,617.70f,28.65f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 4:	m_creature->SummonCreature(MOB_DEATH_CLOUD,1510.78f,598.80f,28.50f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 5:	m_creature->SummonCreature(MOB_DEATH_CLOUD,1521.04f,583.18f,30.23f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 6:	m_creature->SummonCreature(MOB_DEATH_CLOUD,1523.43f,562.92f,32.49f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 7:	m_creature->SummonCreature(MOB_DEATH_CLOUD,1535.54f,542.88f,31.96f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 8: m_creature->SummonCreature(MOB_DEATH_CLOUD,1520.65f,530.94f,28.09f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); m_bFog=false; break;
								}
							else
								switch(m_uiFogCount)
								{	// fog from east to west
									case 0: m_creature->SummonCreature(MOB_DEATH_CLOUD,1520.65f,530.94f,28.09f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 1:	m_creature->SummonCreature(MOB_DEATH_CLOUD,1535.54f,542.88f,31.96f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 2:	m_creature->SummonCreature(MOB_DEATH_CLOUD,1523.43f,562.92f,32.49f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 3:	m_creature->SummonCreature(MOB_DEATH_CLOUD,1521.04f,583.18f,30.23f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 4:	m_creature->SummonCreature(MOB_DEATH_CLOUD,1510.78f,598.80f,28.50f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 5:	m_creature->SummonCreature(MOB_DEATH_CLOUD,1510.55f,617.70f,28.65f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 6:	m_creature->SummonCreature(MOB_DEATH_CLOUD,1506.29f,638.52f,25.90f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 7:	m_creature->SummonCreature(MOB_DEATH_CLOUD,1499.99f,659.77f,24.17f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 8:	m_creature->SummonCreature(MOB_DEATH_CLOUD,1496.38f,679.56f,21.43f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); m_bFog=false; break;
							
								}
						}
						else if(m_uiLine==MIDDLE)
						{
							// middle breath
							if(m_uiCycle==1||m_uiCycle==3)
								switch(m_uiFogCount)
								{	// fog from west to east
									case 0: m_creature->SummonCreature(MOB_DEATH_CLOUD,1458.84f,655.56f,19.10f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 1: m_creature->SummonCreature(MOB_DEATH_CLOUD,1463.73f,637.36f,20.41f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 2: m_creature->SummonCreature(MOB_DEATH_CLOUD,1467.05f,618.97f,21.55f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 3: m_creature->SummonCreature(MOB_DEATH_CLOUD,1471.25f,600.90f,23.22f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 4: m_creature->SummonCreature(MOB_DEATH_CLOUD,1478.99f,581.63f,23.23f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 5: m_creature->SummonCreature(MOB_DEATH_CLOUD,1484.60f,559.09f,23.98f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 6: m_creature->SummonCreature(MOB_DEATH_CLOUD,1491.58f,542.94f,25.15f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); m_bFog=false; break;
								}
							else
								switch(m_uiFogCount)
								{	// fog from east to west
									case 0: m_creature->SummonCreature(MOB_DEATH_CLOUD,1491.58f,542.94f,25.15f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 1: m_creature->SummonCreature(MOB_DEATH_CLOUD,1484.60f,559.09f,23.98f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 2: m_creature->SummonCreature(MOB_DEATH_CLOUD,1478.99f,581.63f,23.23f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 3: m_creature->SummonCreature(MOB_DEATH_CLOUD,1471.25f,600.90f,23.22f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 4: m_creature->SummonCreature(MOB_DEATH_CLOUD,1467.05f,618.97f,21.55f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 5: m_creature->SummonCreature(MOB_DEATH_CLOUD,1463.73f,637.36f,20.41f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 6: m_creature->SummonCreature(MOB_DEATH_CLOUD,1458.84f,655.56f,19.10f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); m_bFog=false; break;
								} 
								
						}
						else if(m_uiLine=SOUTH)
						{
							// south breath
							if(m_uiCycle==1||m_uiCycle==3)
								switch(m_uiFogCount)
								{	// fog from west to east
									case 0: m_creature->SummonCreature(MOB_DEATH_CLOUD,1435.02f,609.98f,18.11f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 1: m_creature->SummonCreature(MOB_DEATH_CLOUD,1438.65f,588.12f,19.21f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 2: m_creature->SummonCreature(MOB_DEATH_CLOUD,1445.03f,572.22f,20.72f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 3: m_creature->SummonCreature(MOB_DEATH_CLOUD,1452.80f,554.16f,21.17f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); m_bFog=false; break;
								}
							else
								switch(m_uiFogCount)
								{	// fog from east to west
									case 0: m_creature->SummonCreature(MOB_DEATH_CLOUD,1452.80f,554.16f,21.17f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 1: m_creature->SummonCreature(MOB_DEATH_CLOUD,1445.03f,572.22f,20.72f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 2: m_creature->SummonCreature(MOB_DEATH_CLOUD,1438.65f,588.12f,19.21f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); break;
									case 3: m_creature->SummonCreature(MOB_DEATH_CLOUD,1435.02f,609.98f,18.11f,0,TEMPSUMMON_TIMED_DESPAWN, 15000); m_bFog=false; break;
								}
						}
						
						++m_uiFogCount;
						m_uiFogTimer = 500;

					} else m_uiFogTimer -=diff;
            }
        }
    }
Пример #14
0
    //*** HANDLED FUNCTION ***
    //Update AI is called Every single map update (roughly once every 100ms if a player is within the grid)
    void UpdateAI(const uint32 diff)
    {
        //Out of combat timers
        if (!me->getVictim())
        {
            //Random Say timer
            if (Say_Timer <= diff)
            {
                //Random switch between 5 outcomes
                switch (rand()%5)
                {
                    case 0:
                        me->MonsterYell(SAY_RANDOM_0,LANG_UNIVERSAL,0);
                        DoPlaySoundToSet(me,8831);  //8831 is the index of the sound we are playing. You find these numbers in SoundEntries.dbc
                        break;

                    case 1:
                        me->MonsterYell(SAY_RANDOM_1,LANG_UNIVERSAL,0);
                        DoPlaySoundToSet(me,8818);
                        break;

                    case 2:
                        me->MonsterYell(SAY_RANDOM_2,LANG_UNIVERSAL,0);
                        DoPlaySoundToSet(me,8041);
                        break;

                    case 3:
                        me->MonsterYell(SAY_RANDOM_3,LANG_UNIVERSAL,0);
                        DoPlaySoundToSet(me,8581);
                        break;

                    case 4:
                        me->MonsterYell(SAY_RANDOM_4,LANG_UNIVERSAL,0);
                        DoPlaySoundToSet(me,8791);
                        break;
                }

                Say_Timer = 45000;                          //Say something agian in 45 seconds
            } else Say_Timer -= diff;

            //Rebuff timer
            if (Rebuff_Timer <= diff)
            {
                DoCast(me,SPELL_BUFF);
                Rebuff_Timer = 900000;                      //Rebuff agian in 15 minutes
            } else Rebuff_Timer -= diff;
        }

        //Return since we have no target
        if (!UpdateVictim())
            return;

        //Spell 1 timer
        if (Spell_1_Timer <= diff)
        {
            //Cast spell one on our current target.
            if (rand()%50 > 10)
                DoCast(me->getVictim(),SPELL_ONE_ALT);
            else if (me->GetDistance(me->getVictim()) < 25)
                DoCast(me->getVictim(),SPELL_ONE);

            Spell_1_Timer = 5000;
        } else Spell_1_Timer -= diff;

        //Spell 2 timer
        if (Spell_2_Timer <= diff)
        {
            //Cast spell one on our current target.
            DoCast(me->getVictim(),SPELL_TWO);

            Spell_2_Timer = 37000;
        } else Spell_2_Timer -= diff;

        //Spell 3 timer
        if (Phase > 1)
        {
            if (Spell_3_Timer <= diff)
            {
                //Cast spell one on our current target.
                DoCast(me->getVictim(),SPELL_THREE);

                Spell_3_Timer = 19000;
            } else Spell_3_Timer -= diff;
        }

        //Beserk timer
        if (Phase > 1)
        {
            if (Beserk_Timer <= diff)
            {
                //Say our line then cast uber death spell
                DoPlaySoundToSet(me,8588);
                me->MonsterYell(SAY_BESERK,LANG_UNIVERSAL,me->getVictim()->GetGUID());
                DoCast(me->getVictim(),SPELL_BESERK);

                //Cast our beserk spell agian in 12 seconds if we didn't kill everyone
                Beserk_Timer = 12000;
            } else Beserk_Timer -= diff;
        }

        //Phase timer
        if (Phase == 1)
        {
            if (Phase_Timer <= diff)
            {
                //Go to next phase
                Phase++;
                me->MonsterYell(SAY_PHASE,LANG_UNIVERSAL,0);
                DoCast(me,SPELL_ENRAGE);
            } else Phase_Timer -= diff;
        }

        DoMeleeAttackIfReady();
    }
 void JustDied(Unit* Killer)
 {
     me->MonsterYell(SAY_DEATH,LANG_UNIVERSAL,NULL);
     DoPlaySoundToSet(me, SOUND_DEATH);
 }
Пример #16
0
    void UpdateAI(const uint32 diff)
    {
        if (!UpdateVictim())
            return;

        if (ResetTimer <= diff)
        {
            if (me->IsWithinDist3d(119.223f, 1035.45f, 29.4481f, 10))
            {
                EnterEvadeMode();
                return;
            }
            ResetTimer = 5000;
        } else ResetTimer -= diff;

        if (CheckAddState_Timer <= diff)
        {
            for (uint8 i = 0; i < 4; ++i)
                if (Creature *pTemp = Unit::GetCreature(*me, AddGUID[i]))
                    if (pTemp->isAlive() && !pTemp->getVictim())
                        pTemp->AI()->AttackStart(me->getVictim());

            CheckAddState_Timer = 5000;
        } else CheckAddState_Timer -= diff;

        if (DrainPower_Timer <= diff)
        {
            DoCast(me, SPELL_DRAIN_POWER, true);
            Map *map = me->GetMap();
            if (!map->IsDungeon()) return;
            Map::PlayerList const &PlayerList = map->GetPlayers();
            for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
            {
                if (Player* i_pl = i->getSource())
                    if (i_pl->isAlive())me->AddAura(44132, me); //+1% Damage for each active player on boss (+ActivePlayer_Stack)
            }
            //me->AddAura(44132, me);
            me->MonsterYell(YELL_DRAIN_POWER, LANG_UNIVERSAL, NULL);
            DoPlaySoundToSet(me, SOUND_YELL_DRAIN_POWER);
            DrainPower_Timer = urand(40000,55000);    // must cast in 60 sec, or buff/debuff will disappear
        } else DrainPower_Timer -= diff;

        if (SpiritBolts_Timer <= diff)
        {
            if (DrainPower_Timer < 12000)    // channel 10 sec
                SpiritBolts_Timer = 13000;   // cast drain power first
            else
            {
                DoCast(me, SPELL_SPIRIT_BOLTS, true);
                me->MonsterYell(YELL_SPIRIT_BOLTS, LANG_UNIVERSAL, NULL);
                DoPlaySoundToSet(me, SOUND_YELL_SPIRIT_BOLTS);
                SpiritBolts_Timer = 40000;
                SiphonSoul_Timer = 10000;    // ready to drain
                PlayerAbility_Timer = 99999;
            }
        } else SpiritBolts_Timer -= diff;

        if (SiphonSoul_Timer <= diff)
        {
            Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 70, true);
            Unit *trigger = DoSpawnCreature(MOB_TEMP_TRIGGER, 0, 0, 0, 0, TEMPSUMMON_TIMED_DESPAWN, 30000);
            if (!pTarget || !trigger)
            {
                EnterEvadeMode();
                return;
            }
            else
            {
                trigger->SetDisplayId(11686);
                trigger->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                trigger->CastSpell(pTarget, SPELL_SIPHON_SOUL, true);
                trigger->GetMotionMaster()->MoveChase(me);

                //DoCast(pTarget, SPELL_SIPHON_SOUL, true);
                //me->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, pTarget->GetGUID());
                //me->SetUInt32Value(UNIT_CHANNEL_SPELL, SPELL_SIPHON_SOUL);

                PlayerGUID = pTarget->GetGUID();
                PlayerAbility_Timer = urand(8000,10000);
                PlayerClass = pTarget->getClass() - 1;

                if (PlayerClass == 10)
                    PlayerClass = 9; // druid
                else if (PlayerClass == 4 && pTarget->HasSpell(15473))
                    PlayerClass = 5; // shadow priest

                SiphonSoul_Timer = 99999;   // buff lasts 30 sec
            }
        } else SiphonSoul_Timer -= diff;

        if (PlayerAbility_Timer <= diff)
        {
            //Unit *pTarget = Unit::GetUnit(*me, PlayerGUID);
            //if (pTarget && pTarget->isAlive())
            //{
                UseAbility();
                PlayerAbility_Timer = urand(8000,10000);
            //}
        } else PlayerAbility_Timer -= diff;

        DoMeleeAttackIfReady();
    }
Пример #17
0
 void EnterCombat(Unit *who)
 {
     DoYell(SAY_AGGRO,LANG_UNIVERSAL,NULL);
     DoPlaySoundToSet(m_creature,SOUND_AGGRO);
 }
        void UpdateAI(uint32 diff) override
        {
            //Only if not incombat check if the event is started
            if (!me->IsInCombat() && instance->GetData(DATA_KARATHRESSEVENT))
            {
                if (Unit* target = ObjectAccessor::GetUnit(*me, instance->GetGuidData(DATA_KARATHRESSEVENT_STARTER)))
                {
                    AttackStart(target);
                    GetAdvisors();
                }
            }

            //Return since we have no target
            if (!UpdateVictim())
                return;

            //someone evaded!
            if (!instance->GetData(DATA_KARATHRESSEVENT))
            {
                EnterEvadeMode();
                return;
            }

            //CataclysmicBolt_Timer
            if (CataclysmicBolt_Timer <= diff)
            {
                //select a random unit other than the main tank
                Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1);

                //if there aren't other units, cast on the tank
                if (!target)
                    target = me->GetVictim();

                if (target)
                    DoCast(target, SPELL_CATACLYSMIC_BOLT);
                CataclysmicBolt_Timer = 10000;
            } else CataclysmicBolt_Timer -= diff;

            //SearNova_Timer
            if (SearNova_Timer <= diff)
            {
                DoCastVictim(SPELL_SEAR_NOVA);
                SearNova_Timer = 20000 + rand32() % 40000;
            } else SearNova_Timer -= diff;

            //Enrage_Timer
            if (Enrage_Timer <= diff)
            {
                DoCast(me, SPELL_ENRAGE);
                Enrage_Timer = 90000;
            } else Enrage_Timer -= diff;

            //Blessing of Tides Trigger
            if (!HealthAbovePct(75) && !BlessingOfTides)
            {
                BlessingOfTides = true;
                bool continueTriggering = false;
                for (uint8 i = 0; i < MAX_ADVISORS; ++i)
                    if (Advisors[i])
                    {
                        Creature* advisor = ObjectAccessor::GetCreature(*me, Advisors[i]);
                        if (advisor && advisor->IsAlive())
                        {
                            continueTriggering = true;
                            break;
                        }
                    }
                if (continueTriggering)
                {
                    DoCast(me, SPELL_BLESSING_OF_THE_TIDES);
                    me->Yell(SAY_GAIN_BLESSING_OF_TIDES, LANG_UNIVERSAL);
                    DoPlaySoundToSet(me, SOUND_GAIN_BLESSING_OF_TIDES);
                }
            }

            DoMeleeAttackIfReady();
        }
Пример #19
0
    void MoveInLineOfSight(Unit* who)
    {
        if (!MoveEvent)
        {
            ScriptedAI::MoveInLineOfSight(who);
        }
        else
        {
            if (me->IsHostileTo(who))
            {
                if (!inMove)
                {
                    switch (MovePhase)
                    {
                        case 0:
                            if (me->IsWithinDistInMap(who, 50))
                            {
                                me->MonsterYell(YELL_NALORAKK_WAVE1, LANG_UNIVERSAL, 0);
                                DoPlaySoundToSet(me, SOUND_NALORAKK_WAVE1);

                                (*me).GetMotionMaster()->MovePoint(1,NalorakkWay[1][0],NalorakkWay[1][1],NalorakkWay[1][2]);
                                MovePhase ++;
                                inMove = true;

                                SendAttacker(who);
                            }
                            break;
                        case 2:
                            if (me->IsWithinDistInMap(who, 40))
                            {
                                me->MonsterYell(YELL_NALORAKK_WAVE2, LANG_UNIVERSAL, 0);
                                DoPlaySoundToSet(me, SOUND_NALORAKK_WAVE2);

                                (*me).GetMotionMaster()->MovePoint(3,NalorakkWay[3][0],NalorakkWay[3][1],NalorakkWay[3][2]);
                                MovePhase ++;
                                inMove = true;

                                SendAttacker(who);
                            }
                            break;
                        case 5:
                            if (me->IsWithinDistInMap(who, 40))
                            {
                                me->MonsterYell(YELL_NALORAKK_WAVE3, LANG_UNIVERSAL, 0);
                                DoPlaySoundToSet(me, SOUND_NALORAKK_WAVE3);

                                (*me).GetMotionMaster()->MovePoint(6,NalorakkWay[6][0],NalorakkWay[6][1],NalorakkWay[6][2]);
                                MovePhase ++;
                                inMove = true;

                                SendAttacker(who);
                            }
                            break;
                        case 7:
                            if (me->IsWithinDistInMap(who, 50))
                            {
                                SendAttacker(who);

                                me->MonsterYell(YELL_NALORAKK_WAVE4, LANG_UNIVERSAL, 0);
                                DoPlaySoundToSet(me, SOUND_NALORAKK_WAVE4);

                                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);

                                MoveEvent = false;
                            }
                            break;
                    }
                }
            }
        }
    }
Пример #20
0
     void UpdateAI(const uint32 diff)
    {
        if(!UpdateVictim())
            return;

        if(m_creature->GetPositionX() < 308)
        {
            if(!m_creature->HasAura(SPELL_BERSERK,0))
            {
                m_creature->CastSpell(m_creature,SPELL_BERSERK,true);
                if(pInstance)
                    pInstance->SetData(DATA_TIMERDELETE, SPECIAL);
            }
        }

        if(BerserkTimer < diff)
        {
            DoYell(YELL_BERSERK, LANG_UNIVERSAL, NULL);
            DoPlaySoundToSet(m_creature, SOUND_BERSERK);
            DoCast(m_creature, SPELL_BERSERK, true);
            BerserkTimer = 60000;
        }else BerserkTimer -= diff;

        if(Phase == PHASE_LYNX || Phase == PHASE_ENRAGE)
        {
            if(SaberlashTimer < diff)
            {
                // A tank with more than 490 defense skills should receive no critical hit
                //m_creature->CastSpell(m_creature, 41296, true);
                m_creature->CastSpell(m_creature->getVictim(), SPELL_SABER_LASH, true);
                //m_creature->RemoveAurasDueToSpell(41296);
                SaberlashTimer = 30000;
            }else SaberlashTimer -= diff;

            if(FrenzyTimer < diff)
            {
                DoCast(m_creature, SPELL_FRENZY);
                FrenzyTimer = (10+rand()%5)*1000;
            }else FrenzyTimer -= diff;

            if(Phase == PHASE_LYNX)
                if(CheckTimer < diff)
                {
                    if(m_creature->GetHealth() * 4 < m_creature->GetMaxHealth() * (3 - TransformCount))
                        EnterPhase(PHASE_SPLIT);
                    CheckTimer = 1000;
                }else CheckTimer -= diff;
        }

        if(Phase == PHASE_HUMAN || Phase == PHASE_ENRAGE)
        {
            if(TotemTimer < diff)
            {
                DoCast(m_creature, SPELL_SUMMON_TOTEM);
                TotemTimer = 20000;
            }else TotemTimer -= diff;

            if(ShockTimer < diff)
            {
                if(Unit* target = SelectUnit(SELECT_TARGET_RANDOM,0))
                {
                    if(target->IsNonMeleeSpellCasted(false))
                        DoCast(target,SPELL_EARTHSHOCK);
                    else
                        DoCast(target,SPELL_FLAMESHOCK);
                    ShockTimer = 10000 + rand()%5000;
                }
            }else ShockTimer -= diff;

            if(Phase == PHASE_HUMAN)
                if(CheckTimer < diff)
                {
                    if( ((m_creature->GetHealth()*100) / m_creature->GetMaxHealth() <= 20)/*m_creature->GetHealth() * 10 < m_creature->GetMaxHealth()*/)
                        EnterPhase(PHASE_MERGE);
                    else
                    {
                        Unit *Lynx = Unit::GetUnit(*m_creature, LynxGUID);
                        if(Lynx && ((Lynx->GetHealth()*100) / Lynx->GetMaxHealth() <= 20)/*Lynx->GetHealth() * 10 < Lynx->GetMaxHealth()*/)
                            EnterPhase(PHASE_MERGE);
                    }
                    CheckTimer = 1000;
                }else CheckTimer -= diff;
        }

        if(Phase == PHASE_MERGE)
        {
            if(CheckTimer < diff)
            {
                Unit *Lynx = Unit::GetUnit(*m_creature, LynxGUID);
                if(Lynx)
                {
                    Lynx->GetMotionMaster()->MoveFollow(m_creature, 0, 0);
                    m_creature->GetMotionMaster()->MoveFollow(Lynx, 0, 0);
                    if(m_creature->IsWithinDistInMap(Lynx, 6.0f))
                    {
                        if(TransformCount < 3)
                            EnterPhase(PHASE_LYNX);
                        else
                            EnterPhase(PHASE_ENRAGE);
                    }
                }
                CheckTimer = 1000;
            }else CheckTimer -= diff;
        }

        DoMeleeAttackIfReady();
    }
Пример #21
0
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].TextId[random_text])
                        DoScriptText(Spell[i].TextId[random_text], m_creature, 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();
}
Пример #22
0
        void UpdateAI(const uint32 diff)
        {
            if (IsEvent)
            {
                //Must update npc_escortAI
                npc_escortAI::UpdateAI(diff);
                if (!pGo)
                {
                    pGo = true;
                    if (pInstance)
                    {
                        AddWaypoint(0, 5492.91f,    -2404.61f,    1462.63f);
                        AddWaypoint(1, 5531.76f,    -2460.87f,    1469.55f);
                        AddWaypoint(2, 5554.58f,    -2514.66f,    1476.12f);
                        AddWaypoint(3, 5554.16f,    -2567.23f,    1479.90f);
                        AddWaypoint(4, 5540.67f,    -2625.99f,    1480.89f);
                        AddWaypoint(5, 5508.16f,    -2659.2f,    1480.15f);
                        AddWaypoint(6, 5489.62f,    -2704.05f,    1482.18f);
                        AddWaypoint(7, 5457.04f,    -2726.26f,    1485.10f);
                        Start(false, true);
                        SetDespawnAtEnd(false);
                    }
                }
            }

            //Return since we have no target
            if (!UpdateVictim())
                return;

            if (CleaveTimer <= diff)
            {
                DoCast(me, SPELL_CLEAVE);
                CleaveTimer = 6000+rand()%15000;
            } else CleaveTimer -= diff;

            if (WarStompTimer <= diff)
            {
                DoCast(me, SPELL_WARSTOMP);
                WarStompTimer = 60000;
            } else WarStompTimer -= diff;

            if (me->HasAura(SPELL_MARK))
                me->RemoveAurasDueToSpell(SPELL_MARK);
            if (MarkTimer <= diff)
            {
                //cast dummy, useful for bos addons
                me->CastCustomSpell(me, SPELL_MARK, NULL, NULL, NULL, false, NULL, NULL, me->GetGUID());

                std::list<HostileReference *> t_list = me->getThreatManager().getThreatList();
                for (std::list<HostileReference *>::const_iterator itr = t_list.begin(); itr!= t_list.end(); ++itr)
                {
                    Unit* pTarget = Unit::GetUnit(*me, (*itr)->getUnitGuid());
                    if (pTarget && pTarget->GetTypeId() == TYPEID_PLAYER && pTarget->getPowerType() == POWER_MANA)
                    {
                        pTarget->CastSpell(pTarget, SPELL_MARK, true);//only cast on mana users
                    }
                }
                MarkTimerBase -= 5000;
                if (MarkTimerBase < 5500)
                    MarkTimerBase = 5500;
                MarkTimer = MarkTimerBase;
                switch (urand(0, 2))
                {
                    case 0:
                        DoPlaySoundToSet(me, SOUND_MARK1);
                        me->MonsterYell(SAY_MARK1, LANG_UNIVERSAL, 0);
                        break;
                    case 1:
                        DoPlaySoundToSet(me, SOUND_MARK2);
                        me->MonsterYell(SAY_MARK2, LANG_UNIVERSAL, 0);
                        break;
                }
            } else MarkTimer -= diff;

            DoMeleeAttackIfReady();
        }
 void JustDied(Unit* /*killer*/)
 {
     _JustDied();
     DoPlaySoundToSet(me, SOUND_DEATH);
     me->CastSpell(me, SPELL_HOPELESS, true); // TODO: this may affect other creatures
 }
Пример #24
0
             void UpdateAI(uint32 diff)
            {
                if (!UpdateVictim())
                    return;

                if (BerserkTimer <= diff)
                {
                    me->MonsterYell(YELL_BERSERK, LANG_UNIVERSAL, 0);
                    DoPlaySoundToSet(me, SOUND_BERSERK);
                    DoCast(me, SPELL_BERSERK, true);
                    BerserkTimer = 60000;
                } else BerserkTimer -= diff;

                if (Phase == PHASE_LYNX || Phase == PHASE_ENRAGE)
                {
                    if (SaberlashTimer <= diff)
                    {
                        // A tank with more than 490 defense skills should receive no critical hit
                        //DoCast(me, 41296, true);
                        DoCast(me->getVictim(), SPELL_SABER_LASH, true);
                        //me->RemoveAurasDueToSpell(41296);
                        SaberlashTimer = 30000;
                    } else SaberlashTimer -= diff;

                    if (FrenzyTimer <= diff)
                    {
                        DoCast(me, SPELL_FRENZY);
                        FrenzyTimer = urand(10000, 15000);
                    } else FrenzyTimer -= diff;

                    if (Phase == PHASE_LYNX)
                    {
                        if (CheckTimer <= diff)
                        {
                            if (HealthBelowPct(25 * (3 - TransformCount)))
                                EnterPhase(PHASE_SPLIT);
                            CheckTimer = 1000;
                        } else CheckTimer -= diff;
                    }
                }

                if (Phase == PHASE_HUMAN || Phase == PHASE_ENRAGE)
                {
                    if (TotemTimer <= diff)
                    {
                        DoCast(me, SPELL_SUMMON_TOTEM);
                        TotemTimer = 20000;
                    } else TotemTimer -= diff;

                    if (ShockTimer <= diff)
                    {
                        if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
                        {
                            if (target->IsNonMeleeSpellCasted(false))
                                DoCast(target, SPELL_EARTHSHOCK);
                            else
                                DoCast(target, SPELL_FLAMESHOCK);
                            ShockTimer = urand(10000, 15000);
                        }
                    } else ShockTimer -= diff;

                    if (Phase == PHASE_HUMAN)
                    {
                        if (CheckTimer <= diff)
                        {
                            if (!HealthAbovePct(20) /*HealthBelowPct(10)*/)
                                EnterPhase(PHASE_MERGE);
                            else
                            {
                                Unit* Lynx = Unit::GetUnit(*me, LynxGUID);
                                if (Lynx && !Lynx->HealthAbovePct(20) /*Lynx->HealthBelowPct(10)*/)
                                    EnterPhase(PHASE_MERGE);
                            }
                            CheckTimer = 1000;
                        } else CheckTimer -= diff;
                    }
                }

                if (Phase == PHASE_MERGE)
                {
                    if (CheckTimer <= diff)
                    {
                        Unit* Lynx = Unit::GetUnit(*me, LynxGUID);
                        if (Lynx)
                        {
                            Lynx->GetMotionMaster()->MoveFollow(me, 0, 0);
                            me->GetMotionMaster()->MoveFollow(Lynx, 0, 0);
                            if (me->IsWithinDistInMap(Lynx, 6.0f))
                            {
                                if (TransformCount < 3)
                                    EnterPhase(PHASE_LYNX);
                                else
                                    EnterPhase(PHASE_ENRAGE);
                            }
                        }
                        CheckTimer = 1000;
                    } else CheckTimer -= diff;
                }

                DoMeleeAttackIfReady();
            }
Пример #25
0
    void UpdateAI(const uint32 diff)
    {
        if (IsEvent)
        {
            //Must update npc_escortAI
            npc_escortAI::UpdateAI(diff);
            if (!pGo)
            {
                pGo = true;
                if (pInstance)
                {
                    AddWaypoint(0, 4896.08f,    -1576.35f,    1333.65f);
                    AddWaypoint(1, 4898.68f,    -1615.02f,    1329.48f);
                    AddWaypoint(2, 4907.12f,    -1667.08f,    1321.00f);
                    AddWaypoint(3, 4963.18f,    -1699.35f,    1340.51f);
                    AddWaypoint(4, 4989.16f,    -1716.67f,    1335.74f);
                    AddWaypoint(5, 5026.27f,    -1736.89f,    1323.02f);
                    AddWaypoint(6, 5037.77f,    -1770.56f,    1324.36f);
                    AddWaypoint(7, 5067.23f,    -1789.95f,    1321.17f);
                    Start(false, true);
                    SetDespawnAtEnd(false);
                }
            }
        }

        //Return since we have no target
        if (!UpdateVictim())
            return;

        if (SwarmTimer <= diff)
        {
            if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true))
                DoCast(pTarget, SPELL_CARRION_SWARM);

            SwarmTimer = urand(45000,60000);
            switch (urand(0,1))
            {
                case 0:
                    DoPlaySoundToSet(me, SOUND_SWARM1);
                    me->MonsterYell(SAY_SWARM1, LANG_UNIVERSAL, 0);
                    break;
                case 1:
                    DoPlaySoundToSet(me, SOUND_SWARM2);
                    me->MonsterYell(SAY_SWARM2, LANG_UNIVERSAL, 0);
                    break;
            }
        } else SwarmTimer -= diff;

        if (SleepTimer <= diff)
        {
            for (uint8 i = 0; i < 3; ++i)
            {
                if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true))
                    pTarget->CastSpell(pTarget,SPELL_SLEEP,true);
            }
            SleepTimer = 60000;
            switch (urand(0,1))
            {
                case 0:
                    DoPlaySoundToSet(me, SOUND_SLEEP1);
                    me->MonsterYell(SAY_SLEEP1, LANG_UNIVERSAL, 0);
                    break;
                case 1:
                    DoPlaySoundToSet(me, SOUND_SLEEP2);
                    me->MonsterYell(SAY_SLEEP2, LANG_UNIVERSAL, 0);
                    break;
            }
        } else SleepTimer -= diff;
        if (AuraTimer <= diff)
        {
            DoCast(me, SPELL_VAMPIRIC_AURA, true);
            AuraTimer = urand(10000,20000);
        } else AuraTimer -= diff;
        if (InfernoTimer <= diff)
        {
            DoCast(SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true), SPELL_INFERNO);
            InfernoTimer = 45000;
            switch (urand(0,1))
            {
                case 0:
                    DoPlaySoundToSet(me, SOUND_INFERNO1);
                    me->MonsterYell(SAY_INFERNO1, LANG_UNIVERSAL, 0);
                    break;
                case 1:
                    DoPlaySoundToSet(me, SOUND_INFERNO2);
                    me->MonsterYell(SAY_INFERNO2, LANG_UNIVERSAL, 0);
                    break;
            }
        } else InfernoTimer -= diff;

        DoMeleeAttackIfReady();
    }
        void UpdateAI(const uint32 diff)
        {
            if (IsEvent)
            {
                //Must update npc_escortAI
                npc_escortAI::UpdateAI(diff);
                if (!pGo)
                {
                    pGo = true;
                    if (pInstance)
                    {
                        AddWaypoint(0, 4896.08f,    -1576.35f,    1333.65f);
                        AddWaypoint(1, 4898.68f,    -1615.02f,    1329.48f);
                        AddWaypoint(2, 4907.12f,    -1667.08f,    1321.00f);
                        AddWaypoint(3, 4963.18f,    -1699.35f,    1340.51f);
                        AddWaypoint(4, 4989.16f,    -1716.67f,    1335.74f);
                        AddWaypoint(5, 5026.27f,    -1736.89f,    1323.02f);
                        AddWaypoint(6, 5037.77f,    -1770.56f,    1324.36f);
                        AddWaypoint(7, 5067.23f,    -1789.95f,    1321.17f);
                        Start(false, true);
                        SetDespawnAtEnd(false);
                    }
                }
            }

            //Return since we have no target
            if (!UpdateVictim())
                return;

            if (FrostArmorTimer <= diff)
            {
                DoCast(me, SPELL_FROST_ARMOR);
                FrostArmorTimer = 40000+rand()%20000;
            } else FrostArmorTimer -= diff;
            if (DecayTimer <= diff)
            {
                DoCast(me->getVictim(), SPELL_DEATH_AND_DECAY);
                DecayTimer = 60000+rand()%20000;
                switch (urand(0, 1))
                {
                    case 0:
                        DoPlaySoundToSet(me, SOUND_DECAY1);
                        me->MonsterYell(SAY_DECAY1, LANG_UNIVERSAL, NULL);
                        break;
                    case 1:
                        DoPlaySoundToSet(me, SOUND_DECAY2);
                        me->MonsterYell(SAY_DECAY2, LANG_UNIVERSAL, NULL);
                        break;
                }
            } else DecayTimer -= diff;
            if (NovaTimer <= diff)
            {
                DoCast(me->getVictim(), SPELL_FROST_NOVA);
                NovaTimer = 30000+rand()%15000;
                switch (urand(0, 1))
                {
                    case 0:
                        DoPlaySoundToSet(me, SOUND_NOVA1);
                        me->MonsterYell(SAY_NOVA1, LANG_UNIVERSAL, NULL);
                        break;
                    case 1:
                        DoPlaySoundToSet(me, SOUND_NOVA2);
                        me->MonsterYell(SAY_NOVA2, LANG_UNIVERSAL, NULL);
                        break;
                }
            } else NovaTimer -= diff;
            if (IceboltTimer <= diff)
            {
                DoCast(SelectTarget(SELECT_TARGET_RANDOM, 0, 40, true), SPELL_ICEBOLT);
                IceboltTimer = 11000+rand()%20000;
            } else IceboltTimer -= diff;

            DoMeleeAttackIfReady();
        }
Пример #27
0
    void UpdateAI(const uint32 diff)
    {
        if (!pInstance)
            return;
        // we're still doing awaken animation
        if (wakingUp && Awaken_Timer >= 0) {
            Awaken_Timer -= diff;
            return;        // dont do anything until we are done
        } else if (wakingUp && Awaken_Timer <= 0) {
            wakingUp = false;
            AttackStart(Unit::GetUnit(*m_creature, pInstance->GetData64(0)));
            return;     // dont want to continue until we finish the AttackStart method
        }

        //Return since we have no target
        if (!UpdateVictim())
            return;


        // wake a wall minion
        if (WallMinionTimer < diff) {
            pInstance->SetData (NULL, 2);

            WallMinionTimer = 10000;
        } else WallMinionTimer -= diff;

        //If we are <66 summon the guardians
        if (!guardiansAwake && m_creature->GetHealth()*100 / m_creature->GetMaxHealth() <= 66) {
            ActivateMinion(pInstance->GetData64(5),true);   // EarthenGuardian1
            ActivateMinion(pInstance->GetData64(6),true);   // EarthenGuardian2
            ActivateMinion(pInstance->GetData64(7),true);   // EarthenGuardian3
            ActivateMinion(pInstance->GetData64(8),true);   // EarthenGuardian4
            ActivateMinion(pInstance->GetData64(9),true);   // EarthenGuardian5
            ActivateMinion(pInstance->GetData64(10),false); // EarthenGuardian6
            m_creature->MonsterYell(SAY_SUMMON,LANG_UNIVERSAL, NULL);
            DoPlaySoundToSet(m_creature, SOUND_SUMMON);
            guardiansAwake = true;
        }

        //If we are <33 summon the vault walkers
        if (!vaultWalkersAwake && m_creature->GetHealth()*100 / m_creature->GetMaxHealth() <= 33) {
            ActivateMinion(pInstance->GetData64(1),true);    // VaultWalker1
            ActivateMinion(pInstance->GetData64(2),true);    // VaultWalker2
            ActivateMinion(pInstance->GetData64(3),true);    // VaultWalker3
            ActivateMinion(pInstance->GetData64(4),false);    // VaultWalker4
            m_creature->MonsterYell(SAY_SUMMON2, LANG_UNIVERSAL, NULL);
            DoPlaySoundToSet(m_creature, SOUND_SUMMON2);
            vaultWalkersAwake = true;
        }


        if (Tremor_Timer < diff)
        {
            //Cast
            DoCast(m_creature->getVictim(),SPELL_GROUND_TREMOR);

            //45 seconds until we should cast this agian
            Tremor_Timer  = 45000;
        }else Tremor_Timer  -= diff;

        DoMeleeAttackIfReady();
    }
    void UpdateAI(const uint32 diff)
    {       
        if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
                return;
        
        if(EnrageTimer < diff)
        {
            m_creature->CastSpell(m_creature, ENRAGE, true);
            EnrageTimer = 60000;
        }else EnrageTimer -= diff;
        
        if(Phase1)
        {
            m_creature->StopMoving();
            m_creature->GetMotionMaster()->Clear();
            m_creature->GetMotionMaster()->MoveIdle();

            if((m_creature->GetHealth()*100 / m_creature->GetMaxHealth()) <= 42)
            {
                m_creature->SetDisplayId(23428);
                m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim());
                DoPlaySoundToSet(m_creature, SOUND_CHANGE_PHASE);
                DoCast(m_creature, ENTROPIUS_EFFECT, true);

                TargetsCount = 1;
                TargetsCountTimer = 10000;
                SingularityTimer = 50000;
                Phase1 = false;
            }
            if(NegativeEnergyTimer < diff)
            {
                for(uint8 i=0; i<2; ++i)
                {
                    if(Unit* target = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
                        m_creature->CastSpell(target, SPELL_NEGATIVE, false);
                }
                NegativeEnergyTimer = 1000;
            }else NegativeEnergyTimer -= diff;

            //Spawns Shadow portals and then one Void Sentinel
            if(SummonVoidTimer < diff)
            {
                //Shadow Portals not implemented yet :X
                uint8 x = rand()%5;
                Creature* VoidSentinel = m_creature->SummonCreature(ID_VOID_SENTINEL, ShadowPortalSpawn[x][0], ShadowPortalSpawn[x][1], m_creature->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
                if(VoidSentinel) 
                    VoidSentinel->AI()->AttackStart(m_creature->getVictim());
                
                SummonVoidTimer = 30000;
            }else SummonVoidTimer -= diff;
            
            //Summon 6 humanoids every 1min (1mage & 2berserkers)
            if(SummonTrashTimer < diff)
            {
                    for(uint8 i = 0; i < 6; i++)
                    {
                        uint32 ID;

                        if((i == 1) | (i == 2))
                            ID = ID_SWB;
                        else
                            ID = ID_SWM;

                        Creature* sTrash = m_creature->SummonCreature(ID, Trash[i][0], Trash[i][1], m_creature->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
                        
                        if (Unit* sTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
                            if(sTrash)
                                sTrash->AI()->AttackStart(sTarget);
                    }
                    SummonTrashTimer = 60000;
            }else SummonTrashTimer -= diff;
        }
        else // else Entropius phase
        {
            
            // +1 target every 10 seconds
            if(TargetsCountTimer < diff)
            {
                ++TargetsCount;
                TargetsCountTimer = 10000;
            }else TargetsCountTimer -= diff;

            //Utrudnienie -> chain negative energy nie dziala wiec sa 3 beamy full dmg
            if(NegativeEnergyTimer < diff)
            {
                for(uint8 i=0; i<TargetsCount; ++i)
                {
                    if(Unit* target = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
                        m_creature->CastSpell(target, SPELL_NEGATIVE, false);
                }

                NegativeEnergyTimer = 1000;
            }else NegativeEnergyTimer -= diff;

            //Summon Singularity
            if(SingularityTimer < diff)
            {
                if(Unit* sTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
                {
                    Creature* Singularity = m_creature->SummonCreature(ID_SINGULARITY, sTarget->GetPositionX(), sTarget->GetPositionY(), sTarget->GetPositionZ(), m_creature->GetOrientation(), TEMPSUMMON_TIMED_DESPAWN, 20000);
                    if(Singularity)
                        Singularity->AI()->AttackStart(sTarget);

                }
                SingularityTimer = 50000;
            }else SingularityTimer -= diff; 

            DoMeleeAttackIfReady();
        }

        //Cast Darkness
        if(DarknessTimer < diff)
        {
            m_fDarkPosX = m_creature->GetPositionX();
            m_fDarkPosY = m_creature->GetPositionY();
            // Creature* Darkness = m_creature->SummonCreature(25879, m_creature->GetPositionX(), m_creature->GetPositionY(), m_creature->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 15000);
            m_creature->CastSpell(m_creature, DARKNESS, true);

            Darkness = true;
            DarkFiendTimer = 3000;
            DarknessTimer = 45000;
        }else DarknessTimer -= diff;

        if(DarkFiendTimer < diff && Darkness)
        {
            // Phase2 1 dark fiend : Phase1 8 dark fiend
            uint8 i=1;
            if(Phase1)
                i=8;
            for(uint8 j=0; j<i; ++j)
            {
                //Using Instance Data to stop exploding after first explode
                if(pInstance)
                    pInstance->SetData(DATA_MURU_EVENT, NOT_STARTED);
                Creature* sTrash = m_creature->SummonCreature(ID_DARK_FIEND, m_fDarkPosX, m_fDarkPosY, m_creature->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 60000);
                if(Unit* sTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
                    if(sTrash)
                        sTrash->AI()->AttackStart(sTarget);
            }
            Darkness = false;
            DarkFiendTimer = 45000;
        }else DarkFiendTimer -= diff;
    }
Пример #29
0
            void UpdateAI(const uint32 Diff)
            {
                if (!instance)
                    return;
                // we're still doing awaken animation
                if (bWakingUp && iAwakenTimer >= 0)
                {
                    iAwakenTimer -= Diff;
                    return;        // dont do anything until we are done
                } else if (bWakingUp && iAwakenTimer <= 0)
                {
                    bWakingUp = false;
                    AttackStart(Unit::GetUnit(*me, instance->GetData64(0)));
                    return;     // dont want to continue until we finish the AttackStart method
                }

                //Return since we have no target
                if (!UpdateVictim())
                    return;

                // wake a wall minion
                if (WallMinionTimer <= Diff)
                {
                    instance->SetData (DATA_MINIONS, IN_PROGRESS);

                    WallMinionTimer = 10000;
                } else WallMinionTimer -= Diff;

                //If we are <66 summon the guardians
                if (!bGuardiansAwake && !HealthAbovePct(66))
                {
                    ActivateMinion(instance->GetData64(5), true);   // EarthenGuardian1
                    ActivateMinion(instance->GetData64(6), true);   // EarthenGuardian2
                    ActivateMinion(instance->GetData64(7), true);   // EarthenGuardian3
                    ActivateMinion(instance->GetData64(8), true);   // EarthenGuardian4
                    ActivateMinion(instance->GetData64(9), true);   // EarthenGuardian5
                    ActivateMinion(instance->GetData64(10), false); // EarthenGuardian6
                    me->MonsterYell(SAY_SUMMON, LANGUAGE_UNIVERSAL, 0);
                    DoPlaySoundToSet(me, SOUND_SUMMON);
                    bGuardiansAwake = true;
                }

                //If we are <33 summon the vault walkers
                if (!bVaultWalkersAwake && !HealthAbovePct(33))
                {
                    ActivateMinion(instance->GetData64(1), true);    // VaultWalker1
                    ActivateMinion(instance->GetData64(2), true);    // VaultWalker2
                    ActivateMinion(instance->GetData64(3), true);    // VaultWalker3
                    ActivateMinion(instance->GetData64(4), false);    // VaultWalker4
                    me->MonsterYell(SAY_SUMMON2, LANGUAGE_UNIVERSAL, 0);
                    DoPlaySoundToSet(me, SOUND_SUMMON2);
                    bVaultWalkersAwake = true;
                }

                if (TremorTimer <= Diff)
                {
                    //Cast
                    DoCast(me->getVictim(), SPELL_GROUND_TREMOR);

                    //45 seconds until we should cast this agian
                    TremorTimer  = 45000;
                } else TremorTimer  -= Diff;

                DoMeleeAttackIfReady();
            }
Пример #30
0
    void UpdateAI(const uint32 diff)
    {
        //to prevent abuses during phase 2
        if(Phase == 2 && !m_creature->getVictim() && InCombat)
            EnterEvadeMode();

        //Return since we have no target
        if (!m_creature->SelectHostilTarget() || !m_creature->getVictim() )
            return;

        if(Phase == 1 || Phase == 3)
        {
            //ShockBlast_Timer
            if (ShockBlast_Timer < diff)
            {
                //Shock Burst
                //Randomly used in Phases 1 and 3 on Vashj's target, it's a Shock spell doing 8325-9675 nature damage and stunning the target for 5 seconds, during which she will not attack her target but switch to the next person on the aggro list.
                DoCast(m_creature->getVictim(), SPELL_SHOCK_BLAST);
                m_creature->TauntApply(m_creature->getVictim());

                ShockBlast_Timer = 1000+rand()%14000;       //random cooldown
            }else ShockBlast_Timer -= diff;

            //StaticCharge_Timer
            if(StaticCharge_Timer < diff)
            {
                //Static Charge
                //Used on random people (only 1 person at any given time) in Phases 1 and 3, it's a debuff doing 2775 to 3225 Nature damage to the target and everybody in about 5 yards around it, every 1 seconds for 30 seconds. It can be removed by Cloak of Shadows, Iceblock, Divine Shield, etc, but not by Cleanse or Dispel Magic.
                Unit *target = NULL;
                target = SelectUnit(SELECT_TARGET_RANDOM, 0);

                if(target && !target->HasAura(SPELL_STATIC_CHARGE_TRIGGER, 0))
                                                            //cast Static Charge every 2 seconds for 20 seconds
                        DoCast(target, SPELL_STATIC_CHARGE_TRIGGER);

                StaticCharge_Timer = 10000+rand()%20000;    //blizzlike
            }else StaticCharge_Timer -= diff;

            //Entangle_Timer
            if (Entangle_Timer < diff)
            {
                if(!Entangle)
                {
                    //Entangle
                    //Used in Phases 1 and 3, it casts Entangling Roots on everybody in a 15 yard radius of Vashj, immobilzing them for 10 seconds and dealing 500 damage every 2 seconds. It's not a magic effect so it cannot be dispelled, but is removed by various buffs such as Cloak of Shadows or Blessing of Freedom.
                    DoCast(m_creature->getVictim(), SPELL_ENTANGLE);
                    Entangle = true;
                    Entangle_Timer = 10000;
                }
                else
                {
                    CastShootOrMultishot();
                    Entangle = false;
                    Entangle_Timer = 20000+rand()%5000;
                }
            }else Entangle_Timer -= diff;

            //Phase 1
            if(Phase == 1)
            {
                //Start phase 2
                if ((m_creature->GetHealth()*100 / m_creature->GetMaxHealth()) < 70)
                {
                    //Phase 2 begins when Vashj hits 70%. She will run to the middle of her platform and surround herself in a shield making her invulerable.
                    Phase = 2;

                    m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                    m_creature->GetMotionMaster()->Clear();
                    m_creature->Relocate(MIDDLE_X, MIDDLE_Y, MIDDLE_Z);
                    m_creature->SendMonsterMove(MIDDLE_X, MIDDLE_Y, MIDDLE_Z, 0, 0, 0);

                    m_creature->RemoveAllAuras();
                                                            // This needs an entry in spell_script_target
                    DoCast(m_creature, SPELL_MAGIC_BARRIER, true);

                    Creature *pCreature;
                    for(uint8 i = 0; i < 4; i++)
                    {
                        pCreature = m_creature->SummonCreature(SHIED_GENERATOR_CHANNEL, ShieldGeneratorChannelPos[i][0],  ShieldGeneratorChannelPos[i][1],  ShieldGeneratorChannelPos[i][2],  ShieldGeneratorChannelPos[i][3], TEMPSUMMON_CORPSE_DESPAWN, 0);
                        if (pCreature)
                            ShieldGeneratorChannel[i] = pCreature->GetGUID();
                    }

                    DoPlaySoundToSet(m_creature, SOUND_PHASE2);
                    DoYell(SAY_PHASE2, LANG_UNIVERSAL, NULL);
                }
            }
            //Phase 3
            else
            {
                //SummonSporebat_Timer
                if(SummonSporebat_Timer < diff)
                {
                    Creature *Sporebat = NULL;
                    Sporebat = m_creature->SummonCreature(FATHOM_SPOREBAT, SPOREBAT_X, SPOREBAT_Y, SPOREBAT_Z, SPOREBAT_O, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000);

                    if(Sporebat)
                    {
                        Unit *target = NULL;
                        target = SelectUnit(SELECT_TARGET_RANDOM, 0);
                        if(target)
                            Sporebat->AI()->AttackStart(target);
                    }

                    //summon sporebats faster and faster
                    if(SummonSporebat_StaticTimer > 1000)
                        SummonSporebat_StaticTimer -= 1000;

                    SummonSporebat_Timer = SummonSporebat_StaticTimer;
                }else SummonSporebat_Timer -= diff;
            }

            //Melee attack
            DoMeleeAttackIfReady();

            //Check_Timer - used to check if somebody is in melee range
            if(Check_Timer < diff)
            {
                bool InMeleeRange = false;
                Unit *target;
                std::list<HostilReference *> t_list = m_creature->getThreatManager().getThreatList();
                for(std::list<HostilReference *>::iterator itr = t_list.begin(); itr!= t_list.end(); ++itr)
                {
                    target = Unit::GetUnit(*m_creature, (*itr)->getUnitGuid());
                                                            //if in melee range
                    if(target && target->IsWithinDistInMap(m_creature, 5))
                    {
                        InMeleeRange = true;
                        break;
                    }
                }

                //if nobody is in melee range
                if(!InMeleeRange)
                    CastShootOrMultishot();

                Check_Timer = 1000;
            }else Check_Timer -= diff;
        }
        //Phase 2
        else
        {
            //ForkedLightning_Timer
            if(ForkedLightning_Timer < diff)
            {
                //Forked Lightning
                //Used constantly in Phase 2, it shoots out completely randomly targeted bolts of lightning which hit everybody in a roughtly 60 degree cone in front of Vashj for 2313-2687 nature damage.
                Unit *target = NULL;
                target = SelectUnit(SELECT_TARGET_RANDOM, 0);

                if(!target)
                    target = m_creature->getVictim();

                DoCast(target, SPELL_FORKED_LIGHTNING);

                ForkedLightning_Timer = 2000+rand()%6000;   //blizzlike
            }else ForkedLightning_Timer -= diff;

            //EnchantedElemental_Timer
            if(EnchantedElemental_Timer < diff)
            {
                Creature *Elemental;
                Elemental = m_creature->SummonCreature(ENCHANTED_ELEMENTAL, ElementPos[EnchantedElemental_Pos][0], ElementPos[EnchantedElemental_Pos][1], ElementPos[EnchantedElemental_Pos][2], ElementPos[EnchantedElemental_Pos][3], TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 60000);
                if(Elemental)
                    Elemental->GetMotionMaster()->MovePoint(0, m_creature->GetPositionX(), m_creature->GetPositionY(), m_creature->GetPositionZ());

                if(EnchantedElemental_Pos == 7)
                    EnchantedElemental_Pos = 0;
                else
                    EnchantedElemental_Pos++;

                EnchantedElemental_Timer = 10000+rand()%5000;
            }else EnchantedElemental_Timer -= diff;

            //TaintedElemental_Timer
            if(TaintedElemental_Timer < diff)
            {
                Creature *Tain_Elemental;
                uint32 pos = rand()%8;
                Tain_Elemental = m_creature->SummonCreature(TAINTED_ELEMENTAL, ElementPos[pos][0], ElementPos[pos][1], ElementPos[pos][2], ElementPos[pos][3], TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 60000);
                if(Tain_Elemental)
                {
                    Tain_Elemental->GetMotionMaster()->Clear();
                    Tain_Elemental->GetMotionMaster()->MoveIdle();
                }

                TaintedElemental_Timer = 120000;
            }else TaintedElemental_Timer -= diff;

            //CoilfangElite_Timer
            if(CoilfangElite_Timer < diff)
            {
                Creature *CoilfangElite;
                uint32 pos = rand()%3;
                CoilfangElite = m_creature->SummonCreature(COILFANG_ELITE, CoilfangElitePos[pos][0], CoilfangElitePos[pos][1], CoilfangElitePos[pos][2], CoilfangElitePos[pos][3], TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 45000);
                if(CoilfangElite)
                {
                    Unit *target = NULL;
                    target = SelectUnit(SELECT_TARGET_RANDOM, 0);
                    if(target)
                        CoilfangElite->AI()->AttackStart(target);
                }

                CoilfangElite_Timer = 45000+rand()%5000;    //wowwiki says 50 seconds, bosskillers says 45
            }else CoilfangElite_Timer -= diff;

            //CoilfangStrider_Timer
            if(CoilfangStrider_Timer < diff)
            {
                Creature *CoilfangStrider;
                uint32 pos = rand()%3;
                CoilfangStrider = m_creature->SummonCreature(COILFANG_STRIDER, CoilfangStriderPos[pos][0], CoilfangStriderPos[pos][1], CoilfangStriderPos[pos][2], CoilfangStriderPos[pos][3], TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000);
                if(CoilfangStrider)
                {
                    Unit *target = NULL;
                    target = SelectUnit(SELECT_TARGET_RANDOM, 0);
                    if(target)
                        CoilfangStrider->AI()->AttackStart(target);
                }

                CoilfangStrider_Timer = 60000+rand()%10000; //wowwiki says 60 seconds, bosskillers says 60-70
            }else CoilfangStrider_Timer -= diff;

            //Check_Timer
            if(Check_Timer < diff)
            {
                //Start Phase 3
                if(pInstance && pInstance->GetData(DATA_CANSTARTPHASE3))
                {
                    //set life 50%
                    m_creature->SetHealth(m_creature->GetMaxHealth()/2);

                    m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                    m_creature->RemoveAurasDueToSpell(SPELL_MAGIC_BARRIER);

                    DoPlaySoundToSet(m_creature, SOUND_PHASE3);
                    DoYell(SAY_PHASE3, LANG_UNIVERSAL, NULL);

                    Phase = 3;

                    //return to the tank
                    m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim());
                }
                Check_Timer = 1000;
            }else Check_Timer -= diff;
        }
    }