/* * Copyright (C) 2012-2018 CypherCore * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ using Framework.Constants; using Game.AI; using Game.Entities; using Game.Scripting; using System; namespace Scripts.EasternKingdoms.Karazhan.Curator { struct TextIds { public const uint SayAggro = 0; public const uint SaySummon = 1; public const uint SayEvocate = 2; public const uint SayEnrage = 3; public const uint SayKill = 4; public const uint SayDeath = 5; } struct SpellIds { //Flare spell info public const uint AstralFlarePassive = 30234; //Visual effect + Flare damage //Curator spell info public const uint HatefulBolt = 30383; public const uint Evocation = 30254; public const uint Enrage = 30403; //Arcane Infusion: Transforms Curator and adds damage. public const uint Berserk = 26662; } [Script] class boss_curator : ScriptedAI { public boss_curator(Creature creature) : base(creature) { Initialize(); } void Initialize() { _scheduler.Schedule(TimeSpan.FromSeconds(10), task => { //Summon Astral Flare Creature AstralFlare = DoSpawnCreature(17096, RandomHelper.Rand32() % 37, RandomHelper.Rand32() % 37, 0, 0, TempSummonType.TimedDespawnOOC, 5000); Unit target = SelectTarget(SelectAggroTarget.Random, 0); if (AstralFlare && target) { AstralFlare.CastSpell(AstralFlare, SpellIds.AstralFlarePassive, false); AstralFlare.GetAI().AttackStart(target); } //Reduce Mana by 10% of max health int mana = me.GetMaxPower(PowerType.Mana); if (mana != 0) { mana /= 10; me.ModifyPower(PowerType.Mana, -mana); //if this get's us below 10%, then we evocate (the 10th should be summoned now) if (me.GetPower(PowerType.Mana) * 100 / me.GetMaxPower(PowerType.Mana) < 10) { Talk(TextIds.SayEvocate); me.InterruptNonMeleeSpells(false); DoCast(me, SpellIds.Evocation); _scheduler.DelayAll(TimeSpan.FromSeconds(20)); //Evocating = true; //no AddTimer cooldown, this will make first flare appear instantly after evocate end, like expected return; } else { if (RandomHelper.URand(0, 1) == 0) { Talk(TextIds.SaySummon); } } } task.Repeat(); }); _scheduler.Schedule(TimeSpan.FromSeconds(15), task => { if (Enraged) task.Repeat(TimeSpan.FromSeconds(7)); else task.Repeat(); Unit target = SelectTarget(SelectAggroTarget.TopAggro, 1); if (target) DoCast(target, SpellIds.HatefulBolt); }); Enraged = false; } public override void Reset() { Initialize(); me.ApplySpellImmune(0, SpellImmunity.Damage, SpellSchoolMask.Arcane, true); } public override void KilledUnit(Unit victim) { Talk(TextIds.SayKill); } public override void JustDied(Unit killer) { Talk(TextIds.SayDeath); } public override void EnterCombat(Unit victim) { Talk(TextIds.SayAggro); } public override void UpdateAI(uint diff) { if (!UpdateVictim()) return; _scheduler.Update(diff); if (!Enraged) { if (!HealthAbovePct(15)) { Enraged = true; DoCast(me, SpellIds.Enrage); Talk(TextIds.SayEnrage); } } } bool Enraged; } }