169 lines
5.5 KiB
C#
169 lines
5.5 KiB
C#
/*
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* Copyright (C) 2012-2017 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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//Flare spell info
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public const uint AstralFlarePassive = 30234; //Visual effect + Flare damage
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//Curator spell info
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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 Enrage = 30403; //Arcane Infusion: Transforms Curator and adds damage.
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public const uint Berserk = 26662;
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}
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[Script]
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class boss_curator : CreatureScript
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{
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public boss_curator() : base("boss_curator") { }
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class boss_curatorAI : ScriptedAI
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{
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public boss_curatorAI(Creature creature) : base(creature)
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{
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Initialize();
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}
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void Initialize()
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{
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_scheduler.Schedule(TimeSpan.FromSeconds(10), task =>
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{
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//Summon Astral Flare
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Creature AstralFlare = DoSpawnCreature(17096, RandomHelper.Rand32() % 37, RandomHelper.Rand32() % 37, 0, 0, TempSummonType.TimedDespawnOOC, 5000);
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Unit target = SelectTarget(SelectAggroTarget.Random, 0);
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if (AstralFlare && target)
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{
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AstralFlare.CastSpell(AstralFlare, SpellIds.AstralFlarePassive, false);
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AstralFlare.GetAI().AttackStart(target);
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}
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//Reduce Mana by 10% of max health
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int mana = me.GetMaxPower(PowerType.Mana);
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if (mana != 0)
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{
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mana /= 10;
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me.ModifyPower(PowerType.Mana, -mana);
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//if this get's us below 10%, then we evocate (the 10th should be summoned now)
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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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DoCast(me, SpellIds.Evocation);
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_scheduler.DelayAll(TimeSpan.FromSeconds(20));
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//Evocating = true;
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//no AddTimer cooldown, this will make first flare appear instantly after evocate end, like expected
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return;
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}
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else
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{
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if (RandomHelper.URand(0, 1) == 0)
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{
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Talk(TextIds.SaySummon);
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}
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}
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}
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task.Repeat();
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});
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_scheduler.Schedule(TimeSpan.FromSeconds(15), task =>
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{
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if (Enraged)
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task.Repeat(TimeSpan.FromSeconds(7));
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else
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task.Repeat();
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Unit target = SelectTarget(SelectAggroTarget.TopAggro, 1);
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if (target)
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DoCast(target, SpellIds.HatefulBolt);
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});
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Enraged = false;
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}
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public override void Reset()
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{
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Initialize();
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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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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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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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Talk(TextIds.SayAggro);
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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);
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if (!Enraged)
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{
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if (!HealthAbovePct(15))
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{
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Enraged = true;
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DoCast(me, SpellIds.Enrage);
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Talk(TextIds.SayEnrage);
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}
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}
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}
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bool Enraged;
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}
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public override CreatureAI GetAI(Creature creature)
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{
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return new boss_curatorAI(creature);
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}
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}
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}
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