Removed all instance scripts so we can have script project back and spells will work again.
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@@ -1,169 +0,0 @@
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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 Game.AI;
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using Game.Entities;
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using Game.Scripting;
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using System;
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namespace Scripts.EasternKingdoms.Karazhan.Curator
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{
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struct TextIds
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{
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public const uint SayAggro = 0;
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public const uint SaySummon = 1;
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public const uint SayEvocate = 2;
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public const uint SayEnrage = 3;
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public const uint SayKill = 4;
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public const uint SayDeath = 5;
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}
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struct SpellIds
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{
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public const uint HatefulBolt = 30383;
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public const uint Evocation = 30254;
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public const uint ArcaneInfusion = 30403;
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public const uint Berserk = 26662;
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public const uint SummonAstralFlareNE = 30236;
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public const uint SummonAstralFlareNW = 30239;
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public const uint SummonAstralFlareSE = 30240;
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public const uint SummonAstralFlareSW = 30241;
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}
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struct EventIds
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{
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public const uint HatefulBolt = 1;
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public const uint SummonAstralFlare = 2;
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public const uint ArcaneInfusion = 3;
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public const uint Berserk = 4;
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}
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[Script]
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class boss_curator : BossAI
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{
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public boss_curator(Creature creature) : base(creature, DataTypes.Curator) { }
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public override void Reset()
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{
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_Reset();
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_infused = false;
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me.ApplySpellImmune(0, SpellImmunity.Damage, SpellSchoolMask.Arcane, true);
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}
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public override void KilledUnit(Unit victim)
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{
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if (victim.GetTypeId() == TypeId.Player)
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Talk(TextIds.SayKill);
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}
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public override void JustDied(Unit killer)
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{
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_JustDied();
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Talk(TextIds.SayDeath);
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}
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public override void EnterCombat(Unit victim)
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{
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_EnterCombat();
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Talk(TextIds.SayAggro);
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_events.ScheduleEvent(EventIds.HatefulBolt, TimeSpan.FromSeconds(12));
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_events.ScheduleEvent(EventIds.SummonAstralFlare, TimeSpan.FromSeconds(10));
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_events.ScheduleEvent(EventIds.Berserk, TimeSpan.FromMinutes(12));
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}
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public override void DamageTaken(Unit attacker, ref uint damage)
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{
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if (!HealthAbovePct(15) && !_infused)
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{
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_infused = true;
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_events.ScheduleEvent(EventIds.ArcaneInfusion, TimeSpan.FromMilliseconds(1));
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_events.CancelEvent(EventIds.SummonAstralFlare);
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}
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}
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public override void ExecuteEvent(uint eventId)
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{
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switch (eventId)
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{
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case EventIds.HatefulBolt:
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Unit target = SelectTarget(SelectAggroTarget.MaxThreat, 1);
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if (target != null)
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DoCast(target, SpellIds.HatefulBolt);
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_events.Repeat(TimeSpan.FromSeconds(7), TimeSpan.FromSeconds(15));
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break;
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case EventIds.ArcaneInfusion:
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DoCastSelf(SpellIds.ArcaneInfusion, true);
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break;
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case EventIds.SummonAstralFlare:
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if (RandomHelper.randChance(50))
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Talk(TextIds.SaySummon);
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DoCastSelf(RandomHelper.RAND(SpellIds.SummonAstralFlareNE, SpellIds.SummonAstralFlareNW, SpellIds.SummonAstralFlareSE, SpellIds.SummonAstralFlareSW), true);
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int mana = me.GetMaxPower(PowerType.Mana) / 10;
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if (mana != 0)
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{
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me.ModifyPower(PowerType.Mana, -mana);
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if (me.GetPower(PowerType.Mana) * 100 / me.GetMaxPower(PowerType.Mana) < 10)
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{
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Talk(TextIds.SayEvocate);
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me.InterruptNonMeleeSpells(false);
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DoCastSelf(SpellIds.Evocation);
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}
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}
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_events.Repeat(TimeSpan.FromSeconds(10));
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break;
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case EventIds.Berserk:
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Talk(TextIds.SayEnrage);
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DoCastSelf(SpellIds.Berserk, true);
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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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bool _infused;
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}
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[Script]
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class npc_curator_astral_flareAI : ScriptedAI
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{
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public npc_curator_astral_flareAI(Creature creature) : base(creature)
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{
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me.SetReactState(ReactStates.Passive);
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}
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public override void Reset()
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{
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_scheduler.Schedule(TimeSpan.FromSeconds(2), task =>
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{
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me.SetReactState(ReactStates.Aggressive);
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me.RemoveUnitFlag(UnitFlags.NotSelectable);
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DoZoneInCombat();
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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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}
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}
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}
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