--[[ \\
___ __ _
/ | ____ __ __/ /_ (_)_____
/ /| | / __ \/ / / / __ \/ // ___/
/ ___ |/ / / / /_/ / /_/ / /(__ )
/_/ |_/_/ /_/\__,_/_.___/_//____/
Scripted by: SmashnCrash
Feathermoon
\\ ]]--
--[[ NOTES ABOUT THE ENTIRE ENCOUNTER AND CONTENT \\
Phases are running on a timer, wait for the timer to finish. The Gossip NPC will spawn when the timer checks out.
Phase 1/8:
* Players have 60sec to drop the 3 sub-bosses.
Phase 2/8:
* Players have to kill 2 sub-bosses (a whole lot more deadly) in 4min.
Phase 3/8:
* Players have to kill the boss in 5min.
::Cinematic Intervention::
Phase 4/8:
* After the cinematic, a little scarab will spawn. Players must kill this scarab in 10sec or run out of its 30 yards AoE insta-kill range
Phase 5/8:
* Players have to keep the NPC from reaching the target, or let the target die, this phase is a "gimme". 60sec event.
Phase 6/8:
* Players have to kill waves and waves of ghosts, ghouls, and undead (36).
Phase 7/8:
* Players have to kill waves and waves of elite ghosts, elite ghouls, and elite undead (60).
::Cinematic Intervention::
Phase 8a/8:
* Players have to accept the fight via gossip menu. This will start a short cinematic and the fight will begin.
Phase 8b/8:
* Players have to kill Anubis in under 10min. After 10 minutes, Anubis becomes untouchable and the fight is over, player will lose.
::Final Encounter Phases::
Phase 1/3:
* Anubis will obliterate melee classes by using persistent auras.
Phase 2/3:
* Anubis will weaken the tank. Get a taunt rotation going.
Phase 3/3:
* Anubis will cast spells to protect himself. These are reflective shields, and they bite back hard.
]]--
--COORDS AND FLAGS
--LOCATION
local Map = 0
local Zone = 0
--FACTION
local Hostile = 0
local Friendly = 0
--ENTRY IDs
local Gossip_ID = 0
local Anubis_ID = 0
local P1B1_ID = 0
local P1B2_ID = 0
local P1B3_ID = 0
local P2B1_ID = 0
local P2B2_ID = 0
local P3B1_ID = 0
local P4U1_ID = 0
local P5B1_ID = 0
local P6U1_ID = 0
local P6U2_ID = 0
local P6U3_ID = 0
local P7E1_ID = 0
local P7E2_ID = 0
local P7E3_ID = 0
--DYNAMIC VARIABLES
local PHASE = 1
local P6_KILLCOUNT = 0
local P7_KILLCOUNT = 0
--GLOBAL VARIABLES
local Gossip
local Anubis
local P1B1
local P1B2
local P1B3
local P2B1
local P2B2
local P3B1
local P4U1
local P5B1
local P6U1
local P6U1
local P6U2
local P7E1
local P7E2
local P7E3
--WAVE-OBJECT TABLE
local P6_UNITS = {}
local P7_ELITES = {}
--SPELLS
local FAILURE = 71189 -- 10mil nature damage.
local Reflect = 22067 -- 5sec
local Warstomp = 34716 -- 2750 dmg
local Sunder = 33661 -- 10% per stack; 10 stack; 30sec
local Aura = 55606 -- Causes the caster to automatically inflict 350 Shadow damage every 2 sec. to nearby enemies.
local Shell = 41371 -- Causes 2500 Shadow damage when attacked and reflects spells back to their casters.
local Grave = 59079 -- Deals 2828 to 3172 Shadow damage to nearby friends after 5 sec.
--REGISTER UNIT EVENTS
function Gossip_Spawn(Unit, event)
Gossip = Unit
end
RegisterUnitEvent(Gossip_ID, 18, "Gossip_Spawn")
function Anubis_Spawn(Unit, event)
Anubis = Unit
end
RegisterUnitEvent(Anubis_ID, 18, "Anubis_Spawn")
function P1_B1_Spawn(Unit, event)
P1B1 = Unit
end
RegisterUnitEvent(P1B1_ID, 18, "P1_B1_Spawn")
function P1_B2_Spawn(Unit, event)
P1B2 = Unit
end
RegisterUnitEvent(P1B2_ID, 18, "P1_B2_Spawn")
function P1_B3_Spawn(Unit, event)
P1B3 = Unit
end
RegisterUnitEvent(P1B3_ID, 18, "P1_B3_Spawn")
function P2_B1_Spawn(Unit, event)
P2B1 = Unit
end
RegisterUnitEvent(P2B1_ID, 18, "P2_B1_Spawn")
function P2_B2_Spawn(Unit, event)
P2B2 = Unit
end
RegisterUnitEvent(P2B1_ID, 18, "P2_B2_Spawn")
function P3_B1_Spawn(Unit, event)
P3B1 = Unit
end
RegisterUnitEvent(P2B1_ID, 18, "P3_B1_Spawn")
function P4_U1_Spawn(Unit, event)
P4U1 = Unit
end
RegisterUnitEvent(P4U1_ID, 18, "P4_U1_Spawn")
function P5_B1_Spawn(Unit, event)
P5B1 = Unit
end
RegisterUnitEvent(P5B1_ID, 18, "P5_B1_Spawn")
--[[ \\
______ _
/ ____/____ __________(_)____
/ / __ / __ \/ ___/ ___/ // __ \
/ /_/ // /_/ (__ |__ ) // /_/ /
\____/ \____/____/____/_// .___/
/_/
\\ ]]--
function Gossip_Main(Unit, event, player)
if (player:IsInCombat() == true) or not (player:GetGroupLeader() == player) then
player:SendAreaTriggerMessage("You're in combat, or you're not the group leader.")
else
if PHASE == 1 then
Gossip:CreateMenu(1, player, 0)
Gossip:GossipMenuAddItem(9, "Trial of Endless Shadow", 1, 0)
Gossip:GossipSendMenu(player)
end
if PHASE == 2 then
Gossip:CreateMenu(1, player, 0)
Gossip:GossipMenuAddItem(9, "The Elite Guard", 2, 0)
Gossip:GossipSendMenu(player)
end
if PHASE == 3 then
Gossip:CreateMenu(1, player, 0)
Gossip:GossipMenuAddItem(9, "Avatar of Anubis", 3, 0)
Gossip:GossipSendMenu(player)
end
if PHASE == 5 then
Gossip:CreateMenu(1, player, 0)
Gossip:GossipMenuAddItem(10, "The Stranger", 5, 0)
Gossip:GossipSendMenu(player)
end
if PHASE == 6 then
Gossip:CreateMenu(1, player, 0)
Gossip:GossipMenuAddItem(9, "Test of Strength", 6, 0)
Gossip:GossipSendMenu(player)
end
if PHASE == 7 then
Gossip:CreateMenu(1, player, 0)
Gossip:GossipMenuAddItem(9, "Test of Strength (Elite)", 7,0)
Gossip:GossipSendMenu(player)
end
if PHASE == 8 then
Gossip:CreateMenu(1, player, 0)
Gossip:GossipMenuAddItem(9, "Anubis, Guardian of the Underworld", 8,0)
Gossip:GossipSendMenu(player)
end
end
end
function Gossip_Phases(Unit, event, player, id, intid, code)
if intid == 1 then
Gossip:SendChatMessage(12, 0, "Be swift, unleash hell.")
RegisterTimedEvent("PHASE_1_START", 5000, 1)
Gossip:Despawn(3000,0)
end
if intid == 2 then
Gossip:SendChatMessage(12, 0, "Show no mercy.")
RegisterTimedEvent("PHASE_2_START", 5000, 1)
Gossip:Despawn(3000,0)
end
if intid == 3 then
Gossip:SendChatMessage(12, 0, "Anubis will test your strength...")
RegisterTimedEvent("PHASE_3_START", 5000, 1)
Gossip:Despawn(3000,0)
end
if intid == 5 then
Gossip:SendChatMessage(12, 0, "Do not let that ghoul reach the gong!")
RegisterTimedEvent("PHASE_5_START", 2000, 1)
Gossip:Despawn(3000,0)
end
if intid == 6 then
P6_KILLCOUNT = 0
Gossip:SendChatMessage(12, 0, "Prepare yourselves. The dead shall walk again...")
RegisterTimedEvent("PHASE_6_START", 5000, 1)
Gossip:Despawn(3000,0)
end
if intid == 7 then
P6_KILLCOUNT = 0
P7_KILLCOUNT = 0
Gossip:SendChatMessage(12, 0, "The final test awaits...")
RegisterTimedEvent("PHASE_7_START", 5000, 1)
Gossip:Despawn(3000,0)
end
if intid == 8 then
P7_KILLCOUNT = 0
Gossip:SendChatMessage(12, 0, "The Guardian of the Dead waits...")
RegisterTimedEvent("PHASE_8A_START", 5000, 1)
Gossip:Despawn(3000,0)
end
end
RegisterGossipEvent(Gossip_ID, 1, "Gossip_Main")
RegisterGossipEvent(Gossip_ID, 2, "Gossip_Phases")
function P6U1_OnDeath(Unit, event)
P6_KILLCOUNT = P6_KILLCOUNT + 1
end
RegisterEvent(P6U1, 4, "P6U1_OnDeath")
function P6U2_OnDeath(Unit, event)
P6_KILLCOUNT = P6_KILLCOUNT + 1
end
RegisterEvent(P6U2, 4, "P6U2_OnDeath")
function P6U3_OnDeath(Unit, event)
P6_KILLCOUNT = P6_KILLCOUNT + 1
end
RegisterEvent(P6U3, 4, "P6U3_OnDeath")
function P7E1_OnDeath(Unit, event)
P7_KILLCOUNT = P7_KILLCOUNT + 1
end
RegisterEvent(P7E1, 4, "P7E1_OnDeath")
function P7E2_OnDeath(Unit, event)
P7_KILLCOUNT = P7_KILLCOUNT + 1
end
RegisterEvent(P7E2, 4, "P7E2_OnDeath")
function P7E3_OnDeath(Unit, event)
P7_KILLCOUNT = P7_KILLCOUNT + 1
end
RegisterEvent(P7E3, 4, "P6U3_OnDeath")
--[[ \\
____ __ ___
/ __ \/ /_ ____ _________ < /
/ /_/ / __ \/ __ `/ ___/ _ \ / /
/ ____/ / / / /_/ (__ ) __/ / /
/_/ /_/ /_/\__,_/____/\___/ /_/
P1B1 - P1B2 - P1B3
]]--
function PHASE_1_START(Unit, event)
PerformIngameSpawn(1, P1B1_ID, Map, X, Y, Z, O, Hostile, 0)
PerformIngameSpawn(1, P1B2_ID, Map, X, Y, Z, O, Hostile, 0)
PerformIngameSpawn(1, P1B3_ID, Map, X, Y, Z, O, Hostile, 0)
RegisterTimedEvent("PHASE_1_END", 60000, 1)
end
function PHASE_1_END(Unit, event)
if (P1B1:IsDead() == true) and (P1B2:IsDead() == true) and (P1B3:IsDead() == true) then
PHASE = 2
PerformIngameSpawn(1, Gossip_ID, Map, X, Y, Z, O, Friendly, 0)
P1B1:Despawn(2000,0)
P1B2:Despawn(2000,0)
P1B3:Despawn(2000,0)
end
if (P1B1:IsDead() == false) then
P1B1:FullCastSpell(FAILURE)
end
if (P1B2:IsDead() == false) then
P1B2:FullCastSpell(FAILURE)
end
if (P1B3:IsDead() == false) then
P1B3:FullCastSpell(FAILURE)
end
end
--[[ \\
____ __ ___
/ __ \/ /_ ____ _________ |__ \
/ /_/ / __ \/ __ `/ ___/ _ \ __/ /
/ ____/ / / / /_/ (__ ) __/ / __/
/_/ /_/ /_/\__,_/____/\___/ /____/
\\ ]]--
function PHASE_2_START(Unit, event)
PerformIngameSpawn(1, P2B1_ID, Map, X, Y, Z, O, Hostile, 0)
PerformIngameSpawn(1, P2B2_ID, Map, X, Y, Z, O, Hostile, 0)
RegisterTimedEvent("PHASE_2_END", 240000, 1)
end
function PHASE_2_END(Unit, event)
if (P2B1:IsDead() == true) and (P2B2:IsDead() == true) then
PHASE = 3
PerformIngameSpawn(1, Gossip_ID, Map, X, Y, Z, O, Friendly, 0)
P2B1:Despawn(2000,0)
P2B2:Despawn(2000,0)
end
if (P1B1:IsDead() == false) then
P1B1:FullCastSpell(FAILURE)
end
if (P2B2:IsDead() == false) then
P2B2:FullCastSpell(FAILURE)
end
end
--[[ \\
____ __ _____
/ __ \/ /_ ____ _________ |__ /
/ /_/ / __ \/ __ `/ ___/ _ \ /_ <
/ ____/ / / / /_/ (__ ) __/ ___/ /
/_/ /_/ /_/\__,_/____/\___/ /____/
\\ ]]--
function PHASE_3_START(Unit, event)
PerformIngameSpawn(1, P3B1_ID, Map, X, Y, Z, O, Hostile, 0)
RegisterTimedEvent("PHASE_3_END", 300000, 1)
end
function PHASE_3_END(Unit, event)
if (P3B1:IsDead() == true) then
PHASE = 4
PerformIngameSpawn(1, Anubis_ID, Map, X, Y, Z, O, Friendly, 0)
P3B1:Despawn(2000,0)
RegisterTimedEvent("INTERVENTION_3_to_4", 2000, 1)
end
if (P3B1:IsDead() == false) then
P3B1:FullCastSpell(FAILURE)
end
end
--[[ \\
____ __ __ _ _____ __ __
/ _/____ / /____ ______ _____ ____ / /_(_)____ ____ |__ / / // /
/ / / __ \/ __/ _ \/ ___/ | / / _ \/ __ \/ __/ // __ \/ __ \ /_ < ______ / // /_
_/ / / / / / /_/ __/ / | |/ / __/ / / / /_/ // /_/ / / / / ___/ / /_____/ /__ __/
/___//_/ /_/\__/\___/_/ |___/\___/_/ /_/\__/_/ \____/_/ /_/ /____/ /_/
\\ ]]--
function INTERVENTION_3_to_4(Unit, event)
Anubis:SendChatMessage(14, 0, "Your efforts will fail. No one can stop me, it simply won't happen.")
Anubis:EventChat(14, 0, "Mortals are so foolish. You will not be able to defeat me. Give up now and live to see another day.", 2000)
Anubis:EventChat(14, 0, "Leave this place at once. This is your only warning", 6000)
Anubis:EventChat(14, 0, "I look forward to crushing each and every one of you.", 10000)
Anubis:Despawn(12000, 0)
RegisterTimedEvent("PHASE_4_START", 14000, 1)
end
--[[ \\
____ __ __ __
/ __ \/ /_ ____ _________ / // /
/ /_/ / __ \/ __ `/ ___/ _ \ / // /_
/ ____/ / / / /_/ (__ ) __/ /__ __/
/_/ /_/ /_/\__,_/____/\___/ /_/
\\ ]]--
function PHASE_4_START(Unit, event)
P4U1:SendChatMessage(41, 0, "KILL THE SCARAB QUICKLY!")
P4U1:RegisterEvent("PHASE_4_END", 11000, 1)
end
function PHASE_4_END(Unit, event)
if (P4U1:IsDead() == true) then
PHASE = 5
PerformIngameSpawn(1, Gossip_ID, Map, X, Y, Z, O, Friendly, 0)
P4U1:Despawn(2000,0)
end
if (P4U1:IsDead() == false) then
PHASE = 3
end
end
--[[ \\
____ __ ______
/ __ \/ /_ ____ _________ / ____/
/ /_/ / __ \/ __ `/ ___/ _ \ /___ \
/ ____/ / / / /_/ (__ ) __/ ____/ /
/_/ /_/ /_/\__,_/____/\___/ /_____/
\\ ]]-
function PHASE_5_START(Unit, event)
PerformIngameSpawn(1, P5B1_ID, Map, X, Y, Z, O, Hostile, 0)
PerformIngameSpawn(1, P5O1_ID, Map, X, Y, Z, O, Friendly, 0)
RegisterTimedEvent("PHASE_5_INITIATE", 100, 1)
RegisterTimedEvent("PHASE_5_END", 60000, 1)
end
function PHASE_5_INTIATE(Unit, event)
P5B1:AttackReaction(P5O1, 10000000, 0)
P5O1:SendChatMessage(14, 0, "Keep him away from me!")
end
function PHASE_5_END(Unit, event)
if (P5O1:IsDead() == false) then
PHASE = 6
PerformIngameSpawn(1, Gossip_ID, Map, X, Y, Z, O, Friendly, 0)
P5B1:Despawn(0,0)
P5B1:SendChatMessage(12, 0, "Damn it all...")
P5O1:Despawn(4000,0)
P5O1:SendChatMessage(12, 0, ":D")
Gossip:EventChat(12, 0, "Umm..what are you doing here?", 500)
P501:EventChat(12, 0, "Uhh, I don't know, but these nice people saved me, good bye!", 1500)
end
if (P5O1:IsDead() == true) then
P5B1:SendChatMessage("Hahaha! That'll teach you to steal from me, you pest!")
PHASE = 6
end
end
--[[ \\
____ __ _____
/ __ \/ /_ ____ _________ / ___/
/ /_/ / __ \/ __ `/ ___/ _ \ / __ \
/ ____/ / / / /_/ (__ ) __/ / /_/ /
/_/ /_/ /_/\__,_/____/\___/ \____/
\\ ]]-
function PHASE_6_START(Unit, event)
P6_UNITS[1] = PerformIngameSpawn(1, P6U1, Map, X, Y, Z, O, Hostile, 60000)
P6_UNITS[2] = PerformIngameSpawn(1, P6U3, Map, X, Y, Z, O, Hostile, 60000)
P6_UNITS[3] = PerformIngameSpawn(1, P6U2, Map, X, Y, Z, O, Hostile, 60000)
P6_UNITS[4] = PerformIngameSpawn(1, P6U2, Map, X, Y, Z, O, Hostile, 60000)
P6_UNITS[5] = PerformIngameSpawn(1, P6U1, Map, X, Y, Z, O, Hostile, 60000)
P6_UNITS[6] = PerformIngameSpawn(1, P6U3, Map, X, Y, Z, O, Hostile, 60000)
RegisterTimedEvent("PHASE_6_SUMMON", 10000, 6)
end
function PHASE_6_SUMMON(Unit, event)
P6_UNITS[] = PerformIngameSpawn(1, P6U1, Map, X, Y, Z, O, Hostile, 60000)
P6_UNITS[] = PerformIngameSpawn(1, P6U3, Map, X, Y, Z, O, Hostile, 60000)
P6_UNITS[] = PerformIngameSpawn(1, P6U2, Map, X, Y, Z, O, Hostile, 60000)
P6_UNITS[] = PerformIngameSpawn(1, P6U2, Map, X, Y, Z, O, Hostile, 60000)
P6_UNITS[] = PerformIngameSpawn(1, P6U1, Map, X, Y, Z, O, Hostile, 60000)
P6_UNITS[] = PerformIngameSpawn(1, P6U3, Map, X, Y, Z, O, Hostile, 60000)
if (P6_KILLCOUNT >= 36) then
PHASE = 7
PerformIngameSpawn(1, Gossip_ID, Map, X, Y, Z, O, Friendly, 0)
for k,v in pairs(P6_UNITS) do
v:Despawn(0,0)
end
end
end
--[[ \\
____ __ _____
/ __ \/ /_ ____ _________ /__ /
/ /_/ / __ \/ __ `/ ___/ _ \ / /
/ ____/ / / / /_/ (__ ) __/ / /
/_/ /_/ /_/\__,_/____/\___/ /_/
\\ ]]-
function PHASE_7_START(Unit, event)
P7_ELITES[1] = PerformIngameSpawn(1, P7E1, Map, X, Y, Z, O, Hostile, 60000)
P7_ELITES[2] = PerformIngameSpawn(1, P7E3, Map, X, Y, Z, O, Hostile, 60000)
P7_ELITES[3] = PerformIngameSpawn(1, P7E2, Map, X, Y, Z, O, Hostile, 60000)
P7_ELITES[4] = PerformIngameSpawn(1, P7E2, Map, X, Y, Z, O, Hostile, 60000)
P7_ELITES[5] = PerformIngameSpawn(1, P7E1, Map, X, Y, Z, O, Hostile, 60000)
P7_ELITES[6] = PerformIngameSpawn(1, P7E3, Map, X, Y, Z, O, Hostile, 60000)
RegisterTimedEvent("PHASE_7_SUMMON", 15000, 10)
end
function PHASE_7_SUMMON(Unit, event)
P7_ELITES[] = PerformIngameSpawn(1, P7E1, Map, X, Y, Z, O, Hostile, 60000)
P7_ELITES[] = PerformIngameSpawn(1, P7E3, Map, X, Y, Z, O, Hostile, 60000)
P7_ELITES[] = PerformIngameSpawn(1, P7E2, Map, X, Y, Z, O, Hostile, 60000)
P7_ELITES[] = PerformIngameSpawn(1, P7E2, Map, X, Y, Z, O, Hostile, 60000)
P7_ELITES[] = PerformIngameSpawn(1, P7E1, Map, X, Y, Z, O, Hostile, 60000)
P7_ELITES[] = PerformIngameSpawn(1, P7E3, Map, X, Y, Z, O, Hostile, 60000)
if (P7_KILLCOUNT >= 60) then
PHASE = 7
PerformIngameSpawn(1, Gossip_ID, Map, X, Y, Z, O, Friendly, 0)
for k,v in pairs(P7_ELITES) do
v:Despawn(0,0)
end
end
end
--[[ \\
____ __ ____ ___
/ __ \/ /_ ____ _________ ( __ )/ |
/ /_/ / __ \/ __ `/ ___/ _ \ / __ / /| |
/ ____/ / / / /_/ (__ ) __/ / /_/ / ___ |
/_/ /_/ /_/\__,_/____/\___/ \____/_/ |_|
\\ ]]-
function PHASE_8A_START(Unit event)
PerformIngameSpawn(1, Anubis_ID, Map, X, Y, Z, O, Friendly, 0)
Anubis:SendChatMessage(12, 0, "Enough of these games.")
Anubis:EventChat(12, 0, "You shouldn't expect to defeat me.", 2000)
Anubis:EventChat(12, 0, "No mortal scum can kill a true god.", 5000)
Anubis:EventChat(12, 0, "It's time for you to join me in the Underworld...", 8000)
RegisterTimedEvent("PHASE_8A_FLAG_CHANGE", 11500, 0)
end
function PHASE_8A_FLAG_CHANGE(Unit, event)
Anubis:SetFaction(Hostile)
end
--[[ \\
____ __ ____ __
/ __ \/ /_ ____ _________ ( __ )/ /_
/ /_/ / __ \/ __ `/ ___/ _ \ / __ / __ \
/ ____/ / / / /_/ (__ ) __/ / /_/ / /_/ /
/_/ /_/ /_/\__,_/____/\___/ \____/_.___/
\\ ]]-
function PHASE_8B_START(Unit, event)
Anubis:CastSpell(Aura)
Anubis:RegisterEvent("PHASE_8_SPELLS", 18000, 0)
end
function PHASE_8_SPELLS(Unit, event)
local tank = Anubis:GetPrimaryCombatTarget()
if Anubis:GetHealthPct() >= 70 then
Anubis:CastSpellOnTarget(Grave, tank)
end
if Anubis:GetHealthPct() <= 69 and Anubis:GetHealthPct() >= 40 then
Anubis:CastSpellOnTarget(Sunder, tank)
Anubis:CastSpellOnTarget(Sunder, tank)
end
if Anubis:GetHealthPct() <= 39 then
Anubis:CastSpell(Shell)
end
end
RegisterUnitEvent(Anubis_ID, 1, "PHASE_8B_START")
function PHASE_8B_END(Unit, event)
Anubis:RemoveEvents()
PHASE = 0
RegisterTimedEvent("EVENT_RESET", 3600000, 1)
end
RegisterUnitEvent(Anubis_ID, 4, "PHASE_8B_END")
--[[ \\
____ __ ______ __
/ __ \___ ________ / /_ / ____/_ _____ ____ / /_
/ /_/ / _ \/ ___/ _ \/ __/ / __/ | | / / _ \/ __ \/ __/
/ _, _/ __(__ ) __/ /_ / /___ | |/ / __/ / / / /_
/_/ |_|\___/____/\___/\__/ /_____/ |___/\___/_/ /_/\__/
\\ ]]--
function EVENT_RESET(Unit, event)
PerformIngameSpawn(1, Gossip_ID, Map, X, Y, Z, O, Friendly, 0)
PHASE = 1
end
--[[ \\
________ __ ______ __
/ ____/ /_ ____ _/ /_ / ____/____ ____ ___ ____ ___ ____ _____ ____/ /_____
/ / / __ \/ __ `/ __/ / / / __ \/ __ `__ \/ __ `__ \/ __ `/ __ \/ __ // ___/
/ /___/ / / / /_/ / /_ / /___ / /_/ / / / / / / / / / / / /_/ / / / / /_/ /(__ )
\\ \____/_/ /_/\__,_/\__/ \____/ \____/_/ /_/ /_/_/ /_/ /_/\__,_/_/ /_/\__,_//____/ ]]--
function EVENT_SCRIPT_DEBUGGER(event, player, message, type, language)
if player:IsGm() == true then
if message == "@Anubis phase 1" then
PHASE = 1
end
if message == "@Anubis phase 2" then
PHASE = 2
end
if message == "@Anubis phase 3" then
PHASE = 3
end
if message == "@Anubis phase 4" then
PHASE = 4
end
if message == "@Anubis phase 5" then
PHASE = 5
end
if message == "@Anubis phase 6" then
PHASE = 6
end
if message == "@Anubis phase 7" then
PHASE = 7
end
if message == "@Anubis phase 8" then
PHASE = 8
end
if message == "@Anubis phase get" then
player:SendBroadcastMessage("Anubis script is currently on Phase "..PHASE..".")
end
if message == "@Anubis test 1" then
RegisterTimedEvent("PHASE_1_START", 5000, 1)
player:SendBroadcastMessage("Initiating Event: Phase 1...")
end
if message == "@Anubis test 2" then
RegisterTimedEvent("PHASE_2_START", 5000, 1)
player:SendBroadcastMessage("Initiating Event: Phase 2...")
end
if message == "@Anubis test 3" then
RegisterTimedEvent("PHASE_3_START", 5000, 1)
player:SendBroadcastMessage("Initiating Event: Phase 3...")
end
if message == "@Anubis test 4" then
RegisterTimedEvent("PHASE_4_START", 5000, 1)
player:SendBroadcastMessage("Initiating Event: Phase 4...")
end
if message == "@Anubis test 5" then
RegisterTimedEvent("PHASE_5_START", 5000, 1)
player:SendBroadcastMessage("Initiating Event: Phase 5...")
end
if message == "@Anubis test 6" then
RegisterTimedEvent("PHASE_6_START", 5000, 1)
player:SendBroadcastMessage("Initiating Event: Phase 6...")
end
if message == "@Anubis test 7" then
RegisterTimedEvent("PHASE_7_START", 5000, 1)
player:SendBroadcastMessage("Initiating Event: Phase 7...")
end
if message == "@Anubis test 8" then
RegisterTimedEvent("PHASE_8A_START", 5000, 1)
player:SendBroadcastMessage("Initiating Event: Phase 8...")
end
end
end
RegisterServerHook(16, "EVENT_SCRIPT_DEBUGGER")