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#include "ScriptPCH.h"
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#define	SPELL_RENEGADE_STRENGTH 91010
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#define	SPELL_RENEGADE_STRENGTH						91010
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#define SPELL_EMPOWERS_THE_CASTER_WITH_DARK_MIGHT 70674
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#define SPELL_EMPOWERS_THE_CASTER_WITH_DARK_MIGHT	70674
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class Immortal_dude : public CreatureScript
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class Boss_npc : public CreatureScript
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(
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	public:
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		Immortal_dude() : CreatureScript("Immortal_dude") {}
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	Boss_npc() : CreatureScript("Immortal_dude") {}
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		struct Immortal_dudeAI : public ScriptAI
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	struct Immortal_dudeAI : public ScriptedAI
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	{
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			Immortal_dudeAI(Creature * pCreature) : ScriptedAI(pCreature)
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		Immortal_dudeAI(Creature * pCreature) : ScriptedAI(pCreature)
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		{}
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				frosttimer = 10000;
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				frosttimer = 5000;
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		uint32 FrostTimer;
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			}
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		void Reset()
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			unit32 Frosttimer;
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			FrostTimer = 10000;
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			void UpdateAI(const unit32 diff)
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		}
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			(
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				if(frosttimer = diff) 
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		void UpdateAI(const uint32 diff)
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				)
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					Docastme, SPELL_RENEGADE STRENGTH, true);
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			if(FrostTimer <= diff) 
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					Docastme, SPELL_EMPOWERS_THE_CASTER_WITH_DARK_MIGHT 70674, true);
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				}	
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				else 
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					frosttimer = diff, 
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				// FrostTimer = 10000; // Want to repeat?
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			}	
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				DomeleeattackIfReady();
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			else 
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				FrostTimer -= diff;
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			}
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			DoMeleeAttackIfReady();
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			void OnEnterCombat{Unit = Target)
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		}
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				me->MonsterSay("Die Mortalsl", LANG_UNIVERSAL, me->GetGUID()):
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		void OnEnterCombat(Unit* who)
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		{
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			}
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			me->MonsterSay("Die Mortals!", LANG_UNIVERSAL, me->GetGUID());
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		}
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			void OnKilledTarget(Unit = Target)
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			{		
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		void OnKilledTarget(Unit* who)
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		{		
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			DoCast(me, SPELL_RENEGADE_STRENGTH, true);
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			}
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			DoCast(me, SPELL_EMPOWERS_THE_CASTER_WITH_DARK_MIGHT, true);
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		}
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			void OnDied(Unit * Killer)
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		void OnDied(Unit* Killer)
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		{
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				me->MonsterSay("I will return...", LANG_UNIVERSAL, me->GetGUID());
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			me->MonsterSay("I will return...", LANG_UNIVERSAL, me->GetGUID()):
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		}
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	};
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			}
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{
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	new Boss_npc;
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