Core/Scripts: Reworked scripts. More to come.
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/*
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* Copyright (C) 2012-2020 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Framework.Dynamic;
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using Game.AI;
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using Game.Entities;
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using Game.Scripting;
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using Game.Spells;
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using System;
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namespace Scripts.World.NpcGuard
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{
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struct SpellIds
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{
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public const uint BanishedShattrathA = 36642;
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public const uint BanishedShattrathS = 36671;
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public const uint BanishTeleport = 36643;
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public const uint Exile = 39533;
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}
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struct TextIds
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{
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public const uint SayGuardSilAggro = 0;
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}
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struct CreatureIds
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{
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public const uint CenarionHoldInfantry = 15184;
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public const uint StormwindCityGuard = 68;
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public const uint StormwindCityPatroller = 1976;
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public const uint OrgrimmarGrunt = 3296;
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public const uint AldorVindicator = 18549;
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}
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[Script]
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class npc_guard_generic : GuardAI
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{
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TaskScheduler _combatScheduler;
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public npc_guard_generic(Creature creature) : base(creature)
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{
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_scheduler.SetValidator(() => !me.HasUnitState(UnitState.Casting) && !me.IsInEvadeMode() && me.IsAlive());
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_combatScheduler = new TaskScheduler();
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_combatScheduler.SetValidator(() => !me.HasUnitState(UnitState.Casting));
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}
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public override void Reset()
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{
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_scheduler.CancelAll();
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_combatScheduler.CancelAll();
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_scheduler.Schedule(TimeSpan.FromSeconds(1), task =>
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{
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// Find a spell that targets friendly and applies an aura (these are generally buffs)
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SpellInfo spellInfo = SelectSpell(me, 0, 0, SelectTargetType.AnyFriend, 0, 0, SelectEffect.Aura);
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if (spellInfo != null)
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DoCast(me, spellInfo.Id);
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task.Repeat(TimeSpan.FromMinutes(10));
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});
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}
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void DoReplyToTextEmote(TextEmotes emote)
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{
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switch (emote)
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{
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case TextEmotes.Kiss:
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me.HandleEmoteCommand(Emote.OneshotBow);
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break;
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case TextEmotes.Wave:
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me.HandleEmoteCommand(Emote.OneshotWave);
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break;
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case TextEmotes.Salute:
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me.HandleEmoteCommand(Emote.OneshotSalute);
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break;
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case TextEmotes.Shy:
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me.HandleEmoteCommand(Emote.OneshotFlex);
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break;
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case TextEmotes.Rude:
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case TextEmotes.Chicken:
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me.HandleEmoteCommand(Emote.OneshotPoint);
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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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public override void ReceiveEmote(Player player, TextEmotes textEmote)
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{
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switch (me.GetEntry())
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{
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case CreatureIds.StormwindCityGuard:
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case CreatureIds.StormwindCityPatroller:
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case CreatureIds.OrgrimmarGrunt:
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break;
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default:
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return;
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}
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if (!me.IsFriendlyTo(player))
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return;
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DoReplyToTextEmote(textEmote);
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}
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public override void EnterCombat(Unit who)
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{
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if (me.GetEntry() == CreatureIds.CenarionHoldInfantry)
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Talk(TextIds.SayGuardSilAggro, who);
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_combatScheduler.Schedule(TimeSpan.FromSeconds(1), task =>
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{
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Unit victim = me.GetVictim();
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if (!me.IsAttackReady() || !me.IsWithinMeleeRange(victim))
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{
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task.Repeat();
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return;
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}
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if (RandomHelper.randChance(20))
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{
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SpellInfo spellInfo = SelectSpell(me.GetVictim(), 0, 0, SelectTargetType.AnyEnemy, 0, SharedConst.NominalMeleeRange, SelectEffect.DontCare);
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if (spellInfo != null)
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{
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me.ResetAttackTimer();
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DoCastVictim(spellInfo.Id);
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task.Repeat();
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return;
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}
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}
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if (ShouldSparWith(victim))
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me.FakeAttackerStateUpdate(victim);
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else
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me.AttackerStateUpdate(victim);
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me.ResetAttackTimer();
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task.Repeat();
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});
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_combatScheduler.Schedule(TimeSpan.FromSeconds(5), task =>
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{
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bool healing = false;
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SpellInfo spellInfo = null;
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// Select a healing spell if less than 30% hp and Only 33% of the time
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if (me.HealthBelowPct(30) && RandomHelper.randChance(33))
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spellInfo = SelectSpell(me, 0, 0, SelectTargetType.AnyFriend, 0, 0, SelectEffect.Healing);
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// No healing spell available, check if we can cast a ranged spell
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if (spellInfo != null)
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healing = true;
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else
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spellInfo = SelectSpell(me.GetVictim(), 0, 0, SelectTargetType.AnyEnemy, SharedConst.NominalMeleeRange, 0, SelectEffect.DontCare);
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// Found a spell
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if (spellInfo != null)
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{
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if (healing)
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DoCast(me, spellInfo.Id);
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else
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DoCastVictim(spellInfo.Id);
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task.Repeat(TimeSpan.FromSeconds(5));
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}
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else
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task.Repeat(TimeSpan.FromSeconds(1));
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});
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}
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public override void UpdateAI(uint diff)
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{
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_scheduler.Update(diff);
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if (!UpdateVictim())
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return;
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_combatScheduler.Update(diff);
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}
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}
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[Script]
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class npc_guard_shattrath_faction : GuardAI
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{
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public npc_guard_shattrath_faction(Creature creature) : base(creature)
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{
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_scheduler.SetValidator(() => !me.HasUnitState(UnitState.Casting));
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}
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public override void Reset()
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{
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_scheduler.CancelAll();
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}
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public override void EnterCombat(Unit who)
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{
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ScheduleVanish();
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}
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public override void UpdateAI(uint diff)
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{
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if (!UpdateVictim())
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return;
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_scheduler.Update(diff, base.DoMeleeAttackIfReady);
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}
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void ScheduleVanish()
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{
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_scheduler.Schedule(TimeSpan.FromSeconds(5), task =>
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{
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Unit temp = me.GetVictim();
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if (temp && temp.IsTypeId(TypeId.Player))
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{
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DoCast(temp, me.GetEntry() == CreatureIds.AldorVindicator ? SpellIds.BanishedShattrathS : SpellIds.BanishedShattrathA);
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ObjectGuid playerGUID = temp.GetGUID();
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task.Schedule(TimeSpan.FromSeconds(9), task =>
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{
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Unit temp = Global.ObjAccessor.GetUnit(me, playerGUID);
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if (temp)
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{
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temp.CastSpell(temp, SpellIds.Exile, true);
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temp.CastSpell(temp, SpellIds.BanishTeleport, true);
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}
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ScheduleVanish();
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});
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}
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else
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task.Repeat();
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});
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}
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}
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}
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