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- #include "ScriptMgr.h"
- #include "ScriptedCreature.h"
- #include "ScriptedGossip.h"
- // **** This script is designed as an example for others to build on ****
- // **** Please modify whatever you'd like to as this script is only for developement ****
- // **** Script Info* ***
- // This script is written in a way that it can be used for both friendly and hostile monsters
- // Its primary purpose is to show just how much you can really do with scripts
- // I recommend trying it out on both an agressive NPC and on friendly npc
- // **** Quick Info* ***
- // Functions with Handled Function marked above them are functions that are called automatically by the core
- // Functions that are marked Custom Function are functions I've created to simplify code
- enum Yells
- {
- //List of text id's. The text is stored in database, also in a localized version
- //(if translation not exist for the textId, default english text will be used)
- //Not required to define in this way, but simplify if changes are needed.
- SAY_AGGRO = -1999900,
- SAY_RANDOM_0 = -1999901,
- SAY_RANDOM_1 = -1999902,
- SAY_RANDOM_2 = -1999903,
- SAY_RANDOM_3 = -1999904,
- SAY_RANDOM_4 = -1999905,
- SAY_BERSERK = -1999906,
- SAY_PHASE = -1999907,
- SAY_DANCE = -1999908,
- SAY_SALUTE = -1999909,
- SAY_EVADE = -1999910,
- };
- enum Spells
- {
- // List of spells.
- // Not required to define them in this way, but will make it easier to maintain in case spellId change
- SPELL_BUFF = 25661,
- SPELL_ONE = 12555,
- SPELL_ONE_ALT = 24099,
- SPELL_TWO = 10017,
- SPELL_THREE = 26027,
- SPELL_FRENZY = 23537,
- SPELL_BERSERK = 32965,
- };
- enum eEnums
- {
- // any other constants
- FACTION_WORGEN = 24
- };
- //List of gossip item texts. Items will appear in the gossip window.
- #define GOSSIP_ITEM "I'm looking for a fight"
- class example_creature : public CreatureScript
- {
- public:
- example_creature()
- : CreatureScript("example_creature")
- {
- }
- struct example_creatureAI : public ScriptedAI
- {
- // *** HANDLED FUNCTION ***
- //This is the constructor, called only once when the Creature is first created
- example_creatureAI(Creature* creature) : ScriptedAI(creature) {}
- // *** CUSTOM VARIABLES ****
- //These variables are for use only by this individual script.
- //Nothing else will ever call them but us.
- uint32 m_uiSayTimer; // Timer for random chat
- uint32 m_uiRebuffTimer; // Timer for rebuffing
- uint32 m_uiSpell1Timer; // Timer for spell 1 when in combat
- uint32 m_uiSpell2Timer; // Timer for spell 1 when in combat
- uint32 m_uiSpell3Timer; // Timer for spell 1 when in combat
- uint32 m_uiBeserkTimer; // Timer until we go into Beserk (enraged) mode
- uint32 m_uiPhase; // The current battle phase we are in
- uint32 m_uiPhaseTimer; // Timer until phase transition
- // *** HANDLED FUNCTION ***
- //This is called after spawn and whenever the core decides we need to evade
- void Reset()
- {
- m_uiPhase = 1; // Start in phase 1
- m_uiPhaseTimer = 60000; // 60 seconds
- m_uiSpell1Timer = 5000; // 5 seconds
- m_uiSpell2Timer = urand(10000, 20000); // between 10 and 20 seconds
- m_uiSpell3Timer = 19000; // 19 seconds
- m_uiBeserkTimer = 120000; // 2 minutes
- me->RestoreFaction();
- }
- // *** HANDLED FUNCTION ***
- // Enter Combat called once per combat
- void EnterCombat(Unit* who)
- {
- //Say some stuff
- DoScriptText(SAY_AGGRO, me, who);
- }
- // *** HANDLED FUNCTION ***
- // Attack Start is called when victim change (including at start of combat)
- // By default, attack who and start movement toward the victim.
- //void AttackStart(Unit* who)
- //{
- // ScriptedAI::AttackStart(who);
- //}
- // *** HANDLED FUNCTION ***
- // Called when going out of combat. Reset is called just after.
- void EnterEvadeMode()
- {
- DoScriptText(SAY_EVADE, me);
- }
- // *** HANDLED FUNCTION ***
- //Our Receive emote function
- void ReceiveEmote(Player* /*player*/, uint32 uiTextEmote)
- {
- me->HandleEmoteCommand(uiTextEmote);
- switch (uiTextEmote)
- {
- case TEXT_EMOTE_DANCE:
- DoScriptText(SAY_DANCE, me);
- break;
- case TEXT_EMOTE_SALUTE:
- DoScriptText(SAY_SALUTE, me);
- break;
- }
- }
- // *** HANDLED FUNCTION ***
- //Update AI is called Every single map update (roughly once every 50ms if a player is within the grid)
- void UpdateAI(const uint32 uiDiff)
- {
- //Out of combat timers
- if (!me->getVictim())
- {
- //Random Say timer
- if (m_uiSayTimer <= uiDiff)
- {
- //Random switch between 5 outcomes
- DoScriptText(RAND(SAY_RANDOM_0, SAY_RANDOM_1, SAY_RANDOM_2, SAY_RANDOM_3, SAY_RANDOM_4), me);
- m_uiSayTimer = 45000; //Say something agian in 45 seconds
- }
- else
- m_uiSayTimer -= uiDiff;
- //Rebuff timer
- if (m_uiRebuffTimer <= uiDiff)
- {
- DoCast(me, SPELL_BUFF);
- m_uiRebuffTimer = 900000; //Rebuff agian in 15 minutes
- }
- else
- m_uiRebuffTimer -= uiDiff;
- }
- //Return since we have no target
- if (!UpdateVictim())
- return;
- //Spell 1 timer
- if (m_uiSpell1Timer <= uiDiff)
- {
- //Cast spell one on our current target.
- if (rand()%50 > 10)
- DoCast(me->getVictim(), SPELL_ONE_ALT);
- else if (me->IsWithinDist(me->getVictim(), 25.0f))
- DoCast(me->getVictim(), SPELL_ONE);
- m_uiSpell1Timer = 5000;
- }
- else
- m_uiSpell1Timer -= uiDiff;
- //Spell 2 timer
- if (m_uiSpell2Timer <= uiDiff)
- {
- //Cast spell two on our current target.
- DoCast(me->getVictim(), SPELL_TWO);
- m_uiSpell2Timer = 37000;
- }
- else
- m_uiSpell2Timer -= uiDiff;
- //Beserk timer
- if (m_uiPhase > 1)
- {
- //Spell 3 timer
- if (m_uiSpell3Timer <= uiDiff)
- {
- //Cast spell one on our current target.
- DoCast(me->getVictim(), SPELL_THREE);
- m_uiSpell3Timer = 19000;
- }
- else
- m_uiSpell3Timer -= uiDiff;
- if (m_uiBeserkTimer <= uiDiff)
- {
- //Say our line then cast uber death spell
- DoScriptText(SAY_BERSERK, me, me->getVictim());
- DoCast(me->getVictim(), SPELL_BERSERK);
- //Cast our beserk spell agian in 12 seconds if we didn't kill everyone
- m_uiBeserkTimer = 12000;
- }
- else
- m_uiBeserkTimer -= uiDiff;
- }
- else if (m_uiPhase == 1) //Phase timer
- {
- if (m_uiPhaseTimer <= uiDiff)
- {
- //Go to next phase
- ++m_uiPhase;
- DoScriptText(SAY_PHASE, me);
- DoCast(me, SPELL_FRENZY);
- }
- else
- m_uiPhaseTimer -= uiDiff;
- }
- DoMeleeAttackIfReady();
- }
- };
- CreatureAI* GetAI(Creature* creature) const
- {
- return new example_creatureAI(creature);
- }
- bool OnGossipHello(Player* player, Creature* creature)
- {
- player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
- player->SEND_GOSSIP_MENU(907, creature->GetGUID());
- return true;
- }
- bool OnGossipSelect(Player* player, Creature* creature, uint32 /*sender*/, uint32 action)
- {
- player->PlayerTalkClass->ClearMenus();
- if (action == GOSSIP_ACTION_INFO_DEF+1)
- {
- player->CLOSE_GOSSIP_MENU();
- //Set our faction to hostile towards all
- creature->setFaction(FACTION_WORGEN);
- creature->AI()->AttackStart(player);
- }
- return true;
- }
- };
- //This is the actual function called only once durring InitScripts()
- //It must define all handled functions that are to be run in this script
- void AddSC_example_creature()
- {
- new example_creature();
- }
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