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#include "ScriptMgr.h"
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#include "ScriptedCreature.h"
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#include "ScriptedGossip.h"
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enum Bosses
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{
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BOSS_UNO = 29793, //Bfx CHANGE ME
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BOSS_DOS = 26577, //Bfx CHANGE ME
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BOSS_TRES = 29793, //Bfx CHANGE ME
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BOSS_CUATRO = 26577, //Bfx CHANGE ME
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BOSS_CINCO = 29793, //Bfx CHANGE ME
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BOSS_SEIS = 20870, //Bfx CHANGE ME
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BOSS_SIETE = 29793, //Bfx CHANGE ME
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BOSS_OCHO = 26577, //Bfx CHANGE ME
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BOSS_NUEVE = 29793, //Bfx CHANGE ME
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BOSS_DIES = 90001, //Bfx CHANGE ME
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BOSS_ONCE = 90000, //Bfx CHANGE ME
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BOSS_DOCE = 90001, //Bfx CHANGE ME
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BOSS_TRECE = 90000, //Bfx CHANGE ME
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BOSS_CATORCE = 90001, //Bfx CHANGE ME
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};
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enum items
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{
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ITEM_BADGE_OF_JUSITCE = 29434,
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};
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enum actions
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{
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ACTION_BOSS_LIST = 2,
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ACTION_BOSS_UNO  = 5,
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ACTION_BOSS_DOS  = 6,
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ACTION_GOOD_BYE  = 99,
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};
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/* Warning Do not Spawn Bosses that are linked to instances such as algalon Lich king and so on so fourth outside of an instance , doing so will cause the core to crash */
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class npc_player_summon_bosses : public CreatureScript
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{
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public: npc_player_summon_bosses() : CreatureScript("npc_player_summon_bosses") { }
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bool OnGossipHello(Player *player, Creature *_creature)
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{
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            player->ADD_GOSSIP_ITEM( 2, "I wish to Summon Some Bosses.", GOSSIP_SENDER_MAIN, ACTION_BOSS_LIST);
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            player->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE, _creature->GetGUID());        
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            return true;
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}
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bool OnGossipSelect(Player *player, Creature *_creature, uint32 sender, uint32 uiAction)
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         {
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                 if (player->IsInCombat())
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                 {
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                         player->CLOSE_GOSSIP_MENU();
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                         _creature->MonsterWhisper("You Must First Leave Combat!", player->GetGUID());
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                         return true;
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                 }
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                 if (sender == GOSSIP_SENDER_MAIN)
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                 {
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                         player->PlayerTalkClass->ClearMenus();
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                         switch(uiAction)
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                         {
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                        case ACTION_BOSS_LIST: //Bfx Boss Choices
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                        {
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                                 player->ADD_GOSSIP_ITEM( 2, "Matar brujas", GOSSIP_SENDER_MAIN, ACTION_BOSS_UNO);
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                                 player->ADD_GOSSIP_ITEM( 2, "killing witches", GOSSIP_SENDER_MAIN, ACTION_BOSS_UNO);
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                                 player->ADD_GOSSIP_ITEM( 2, "Completar mision sin matar brujas", GOSSIP_SENDER_MAIN, ACTION_BOSS_DOS);
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                                 player->ADD_GOSSIP_ITEM( 2, "Complete mission without killing witches", GOSSIP_SENDER_MAIN, ACTION_BOSS_DOS);
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                                 player->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE, _creature->GetGUID());
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                        }
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                                break;
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                        case ACTION_BOSS_UNO: //Bfx Rename
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                                                {
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                                 player->CLOSE_GOSSIP_MENU();
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                                 player->SummonCreature(BOSS_UNO, _creature->GetPositionX()+(rand()%5), _creature->GetPositionY()+(rand()%5), _creature->GetPositionZ(), float(rand()%5), TEMPSUMMON_TIMED_DESPAWN, 500000);
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						         player->SummonCreature(BOSS_DOS, _creature->GetPositionX()+(rand()%5), _creature->GetPositionY()+(rand()%5), _creature->GetPositionZ(), float(rand()%5), TEMPSUMMON_TIMED_DESPAWN, 500000);
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						         player->SummonCreature(BOSS_TRES, _creature->GetPositionX()+(rand()%5), _creature->GetPositionY()+(rand()%5), _creature->GetPositionZ(), float(rand()%5), TEMPSUMMON_TIMED_DESPAWN, 500000);
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						         player->SummonCreature(BOSS_CUATRO, _creature->GetPositionX()+(rand()%5), _creature->GetPositionY()+(rand()%5), _creature->GetPositionZ(), float(rand()%5), TEMPSUMMON_TIMED_DESPAWN, 500000);
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						         player->SummonCreature(BOSS_CINCO, _creature->GetPositionX()+(rand()%5), _creature->GetPositionY()+(rand()%5), _creature->GetPositionZ(), float(rand()%5), TEMPSUMMON_TIMED_DESPAWN, 500000);
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						         player->SummonCreature(BOSS_SEIS, _creature->GetPositionX()+(rand()%5), _creature->GetPositionY()+(rand()%5), _creature->GetPositionZ(), float(rand()%5), TEMPSUMMON_TIMED_DESPAWN, 500000);
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						         player->SummonCreature(BOSS_SIETE, _creature->GetPositionX()+(rand()%5), _creature->GetPositionY()+(rand()%5), _creature->GetPositionZ(), float(rand()%5), TEMPSUMMON_TIMED_DESPAWN, 500000);
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						         player->SummonCreature(BOSS_OCHO, _creature->GetPositionX()+(rand()%5), _creature->GetPositionY()+(rand()%5), _creature->GetPositionZ(), float(rand()%5), TEMPSUMMON_TIMED_DESPAWN, 500000);        
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						         _creature->MonsterYell("MORIRAS POR FEA JAJAJJAAJ", LANG_UNIVERSAL, NULL);
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						         _creature->MonsterYell("Die for ugly JAJAJJAAJ", LANG_UNIVERSAL, NULL);
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						}                     
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                              break;
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                        case ACTION_BOSS_DOS: //Bfx Rename
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                                                {
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                                player->CLOSE_GOSSIP_MENU();
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                                 player->SummonCreature(BOSS_DOS, _creature->GetPositionX()+(rand()%5), _creature->GetPositionY()+(rand()%5), _creature->GetPositionZ(), float(rand()%5), TEMPSUMMON_TIMED_DESPAWN, 500000);
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						         player->SummonCreature(BOSS_DOS, _creature->GetPositionX()+(rand()%5), _creature->GetPositionY()+(rand()%5), _creature->GetPositionZ(), float(rand()%5), TEMPSUMMON_TIMED_DESPAWN, 500000);
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						         player->SummonCreature(BOSS_DOS, _creature->GetPositionX()+(rand()%5), _creature->GetPositionY()+(rand()%5), _creature->GetPositionZ(), float(rand()%5), TEMPSUMMON_TIMED_DESPAWN, 500000);
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						         player->SummonCreature(BOSS_DOS, _creature->GetPositionX()+(rand()%5), _creature->GetPositionY()+(rand()%5), _creature->GetPositionZ(), float(rand()%5), TEMPSUMMON_TIMED_DESPAWN, 500000);
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						         player->SummonCreature(BOSS_DOS, _creature->GetPositionX()+(rand()%5), _creature->GetPositionY()+(rand()%5), _creature->GetPositionZ(), float(rand()%5), TEMPSUMMON_TIMED_DESPAWN, 500000);
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						         player->SummonCreature(BOSS_DOS, _creature->GetPositionX()+(rand()%5), _creature->GetPositionY()+(rand()%5), _creature->GetPositionZ(), float(rand()%5), TEMPSUMMON_TIMED_DESPAWN, 500000);
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						         player->SummonCreature(BOSS_DOS, _creature->GetPositionX()+(rand()%5), _creature->GetPositionY()+(rand()%5), _creature->GetPositionZ(), float(rand()%5), TEMPSUMMON_TIMED_DESPAWN, 500000);			 
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						        _creature->MonsterYell("QUE MANCO ERES xD", LANG_UNIVERSAL, NULL);
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						        _creature->MonsterYell("you are a novice", LANG_UNIVERSAL, NULL);
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						}
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                                 break;
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                                                case ACTION_GOOD_BYE: //Goodbye
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                                                {
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                                 player->CLOSE_GOSSIP_MENU();
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                                                }
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                                 break;
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                         default:
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                                 break;
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                         }
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                 }
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                 return true;
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         }
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};
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void AddSC_npc_player_summon_bosses()
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{
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new npc_player_summon_bosses();
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}