void AIUpdate() { if (GetHealthPercent() <= 75 && GetPhase() == 1) { _unit->SendScriptTextChatMessage(7723); // Lapdogs, all of you! SetPhase(2); } else if (GetHealthPercent() <= 50 && GetPhase() == 2) { _unit->SendScriptTextChatMessage(7725); // Fools! Our cause is righteous! for (int x = 0; x < 2; x++) { MoonScriptCreatureAI* Guard = SpawnCreature(636); if (Guard != NULL) { Guard->SetDespawnWhenInactive(true); Guard->GetUnit()->m_noRespawn = true; } } SetPhase(3); } else if (GetHealthPercent() <= 25 && GetPhase() == 3) { _unit->SendScriptTextChatMessage(7727); // The Brotherhood shall prevail! SetPhase(4); } ParentClass::AIUpdate(); }
/* At <= 50% He will spawn 2 Defias Blackguards ToDo: Make them despawn WHEN he dies, also make them unlootable */ void AIUpdate() { if(GetHealthPercent() <= 75 && GetPhase() == 1) { Emote("Lap dogs, all of you.", Text_Yell, 5782); SetPhase(2); } else if(GetHealthPercent() <= 50 && GetPhase() == 2) { Emote("Fools! Our cause is righteous.", Text_Yell, 5783); // Defias Blackguard x 2 MoonScriptCreatureAI* Guard = NULL; for(int x=0; x<2; x++) { Guard = SpawnCreature(636); if(Guard == NULL) continue; Guard->SetDespawnWhenInactive(true); Guard->GetUnit()->m_noRespawn = true; Guard = NULL; } SetPhase(3); } else if(GetHealthPercent() <= 25 && GetPhase() == 3) { Emote("The brotherhood shall remain.", Text_Yell, 5784); SetPhase(4); } ParentClass::AIUpdate(); }
void AIUpdate() { ParentClass::AIUpdate(); if( IsTimerFinished( mSummonTime ) ) { MoonScriptCreatureAI *Eagle = NULL; // Spawn 3 Soaring Eagles for(int x=0; x<3; x++) { Eagle = SpawnCreature(CN_SOARING_EAGLE, ( _unit->GetPositionX() + RandomFloat( 12 ) - 10 ), ( _unit->GetPositionY()+ RandomFloat( 12 ) - 15 ), _unit->GetPositionZ(), _unit->GetOrientation(), true); if(Eagle) { Eagle->AggroNearestUnit(); Eagle->SetDespawnWhenInactive(true); } } Eagle = NULL; Emote("Feed, me bruddahs!", Text_Yell, 12019); // Restart the timer ResetTimer( mSummonTime, 120000); } }