Removed all instance scripts so we can have script project back and spells will work again.
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@@ -20,43 +20,46 @@ using Game.AI;
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using Game.Entities;
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using Game.Scripting;
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namespace Scripts.Pets.Priest
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namespace Scripts.Pets
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{
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struct SpellIds
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namespace Priest
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{
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public const uint GlyphOfShadowFiend = 58228;
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public const uint ShadowFiendDeath = 57989;
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public const uint LightWellCharges = 59907;
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}
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[Script]
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class npc_pet_pri_lightwell : PassiveAI
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{
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public npc_pet_pri_lightwell(Creature creature) : base(creature)
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struct SpellIds
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{
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DoCast(creature, SpellIds.LightWellCharges, false);
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public const uint GlyphOfShadowFiend = 58228;
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public const uint ShadowFiendDeath = 57989;
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public const uint LightWellCharges = 59907;
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}
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public override void EnterEvadeMode(EvadeReason why)
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[Script]
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class npc_pet_pri_lightwell : PassiveAI
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{
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if (!me.IsAlive())
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return;
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public npc_pet_pri_lightwell(Creature creature) : base(creature)
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{
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DoCast(creature, SpellIds.LightWellCharges, false);
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}
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me.GetThreatManager().ClearAllThreat();
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me.CombatStop(true);
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me.ResetPlayerDamageReq();
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public override void EnterEvadeMode(EvadeReason why)
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{
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if (!me.IsAlive())
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return;
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me.GetThreatManager().ClearAllThreat();
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me.CombatStop(true);
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me.ResetPlayerDamageReq();
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}
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}
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}
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[Script]
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class npc_pet_pri_shadowfiend : PetAI
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{
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public npc_pet_pri_shadowfiend(Creature creature) : base(creature) { }
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public override void IsSummonedBy(Unit summoner)
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[Script]
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class npc_pet_pri_shadowfiend : PetAI
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{
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if (summoner.HasAura(SpellIds.GlyphOfShadowFiend))
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DoCastAOE(SpellIds.ShadowFiendDeath);
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public npc_pet_pri_shadowfiend(Creature creature) : base(creature) { }
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public override void IsSummonedBy(Unit summoner)
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{
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if (summoner.HasAura(SpellIds.GlyphOfShadowFiend))
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DoCastAOE(SpellIds.ShadowFiendDeath);
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}
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}
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}
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}
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