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class npc_tournament_training_dummy : public CreatureScript
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{
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    public:
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        npc_tournament_training_dummy(): CreatureScript("npc_tournament_training_dummy"){}
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        struct npc_tournament_training_dummyAI : Scripted_NoMovementAI
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        {
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            npc_tournament_training_dummyAI(Creature* creature) : Scripted_NoMovementAI(creature) {}
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            void Reset()
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            {
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                me->SetControlled(true, UNIT_STATE_STUNNED);
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                me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true);                
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            }
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            void EnterEvadeMode()
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            {
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                if (!_EnterEvadeMode())
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                    return;
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                Reset();
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            }
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            void SpellHit(Unit* caster, SpellInfo const* spell)
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            {
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                switch (spellInfo->Id)
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                {
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					case 2098:		//rogue - evicerate
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				        case 5143:		//mage - arcane missles
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					case 348:		//warlock - immolate
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					case 100:		//warrior - charge
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					case 56641:		//hunter - steady shoot
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					case 589:		//priest - Shadow Word: Pain
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                        caster->KilledMonsterCredit(44175, 0);
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					break;
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                }
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            }
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        };
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        CreatureAI* GetAI(Creature* creature) const
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        {
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            return new npc_tournament_training_dummyAI(creature);
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        }
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};