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Rudnikov

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About Rudnikov

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  1. #include "ScriptMgr.h" 1 #include "ScriptedCreature.h" 2 #include "maw_of_souls.h" 3 enum Spells { 4 // Helya Spells 5 SPELL_HELYA_TORRENT_SIEGE = 197805, 6 SPELL_HELYA_TORRENT_BREACH = 198495, 7 SPELL_HELYA_WING_BUFFET = 198520, 8 SPELL_HELYA_CORRUPTED = 227223, 9 SPELL_HELYA_SUBMERGED = 196947, 10 SPELL_HELYA_BARRAGE = 202088, 11 // Destructor Tentacle Spells 12 SPELL_DESTRUCTOR_SMASH = 196534, 13 SPELL_DESTRUCTOR_RUPTURE = 185539, 14 // Grasping Tentacle Spells 15 // Piercing Tentacle Spells 16 SPELL_PIERCING_TENTACLE = 197117, 17 }; 18 enum CreaturesIds { 19 NPC_DESTRUCTOR_TENTACLE = 99801, // Level 112 20 NPC_GRASPING_TENTACLE = 100360, // Level 111 21 NPC_PIERCING_TENTACLE = 100188, // Level 112 22 }; 23 enum Auras { 24 AURA_HELYA_TAINT = 197262 25 }; 26 enum Yells { 27 YELL_PRE_ENCOUNTER = 0, 28 YELL_ENTER_COMBAT = 1, 29 YELL_TAINT = 2, 30 YELL_TENTACLE = 3, 31 YELL_CORRUPTED = 4, 32 YELL_KILL = 5, 33 YELL_WIPE = 6, 34 YELL_KILLED = 7 35 }; 36 enum Events { 37 EVENT_TAINT = 1, 38 EVENT_BARRAGE = 2 39 }; 40 enum Phases { 41 PHASE_SIEGE = 0, 42 PHASE_SUBMERGE = 1, 43 PHASE_BREACH = 2 44 }; 45 class boss_helya_maw : public CreatureScript { 46 public: 47 boss_helya_maw() : CreatureScript("boss_helya_maw") {} 48 struct boss_helya_mawAI : public BossAI { 49 boss_helya_mawAI(Creature* creature) : BossAI(creature, DATA_HELYA_MAW) { 50 Initialize(); 51 SetCombatMovement(false); 52 } 53 void Initialize() { 54 DifficultyModifier(); 55 Phase = PHASE_SIEGE; 56 if(isHeroic || isMythic) { 57 events.ScheduleEvent(EVENT_TAINT, 1 * IN_MILLISECONDS, PHASE_SIEGE); 58 events.ScheduleEvent(EVENT_BARRAGE, 42 * IN_MILLISECONDS, PHASE_SIEGE); 59 } 60 } 61 void Reset() override { 62 _Reset(); 63 Initialize(); 64 //summons.DespawnAll(); 65 } 66 void DifficultyModifier() { 67 Difficulty instanceDifficulty = instance->instance->GetDifficultyID(); 68 uint64 myHealth = me->GetHealth(); 69 double healthModifier; 70 double damageModifier; 71 if(instanceDifficulty == DIFFICULTY_NORMAL) { 72 healthModifier = 1.0; 73 damageModifier = 1.0; 74 } else if(instanceDifficulty == DIFFICULTY_HEROIC) { 75 healthModifier = 1.29687495317; // HealthModifier 36.99 76 damageModifier = 1.30167051743; 77 isHeroic = true; 78 } else if(instanceDifficulty == DIFFICULTY_MYTHIC) { 79 healthModifier = 1.62109363383; // HealthModifier 46.25 80 damageModifier = 1.82000519133; 81 isMythic = true; 82 } else { 83 healthModifier = 20; 84 damageModifier = 20; 85 } 86 uint64 difficultyAdjustedHealth = static_cast<unsigned long long>(myHealth * healthModifier); 87 me->SetMaxHealth(difficultyAdjustedHealth); 88 me->SetHealth(difficultyAdjustedHealth); 89 me->SetModifierValue(UNIT_MOD_DAMAGE_MAINHAND, BASE_VALUE, static_cast<float>(damageModifier)); 90 } 91 void EnterCombat(Unit* victim) override { 92 BossAI::EnterCombat(victim); 93 instance->SetBossState(DATA_HELYA_MAW, IN_PROGRESS); 94 Talk(YELL_ENTER_COMBAT); 95 DoZoneInCombat(); 96 } 97 void JustDied(Unit* /*killer*/) override { 98 _JustDied(); 99 Talk(YELL_KILLED); 100 //summons.DespawnAll(); 101 instance->SetBossState(DATA_HELYA_MAW, DONE); 102 } 103 void EnterEvadeMode(EvadeReason /*why*/) override { 104 instance->SetBossState(DATA_HELYA_MAW, FAIL); 105 //summons.DespawnAll(); 106 me->CombatStop(); 107 me->DespawnOrUnsummon(); 108 me->SetCorpseDelay(5); 109 me->SetRespawnDelay(10); 110 me->RemoveAllAuras(); 111 events.Reset(); 112 Initialize(); 113 } 114 void KilledUnit(Unit* victim) override { 115 if(victim->GetTypeId() == TYPEID_PLAYER) 116 Talk(YELL_KILL); 117 } 118 void JustSummoned(Creature* summoned) override { 119 } 120 void EnterNextPhase() { 121 } 122 void UpdateAI(uint32 diff) override { 123 if(Phase < PHASE_BREACH) { 124 } else { 125 if(!UpdateVictim()) 126 return; 127 } 128 events.Update(diff); 129 while(uint32 eventID = events.ExecuteEvent()) { 130 switch(eventID) { 131 case EVENT_TAINT: 132 if(Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100.0f, true)) { 133 if(!target->HasAura(AURA_HELYA_TAINT)) { 134 DoCast(target, AURA_HELYA_TAINT, false); 135 } 136 } 137 break; 138 case EVENT_BARRAGE: 139 if(Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100.0f, true)) { 140 DoCast(target, SPELL_HELYA_BARRAGE); 141 } 142 break; 143 } 144 } 145 DoMeleeAttackIfReady(); 146 } 147 private: 148 uint8 Phase; 149 //SummonList summons; 150 bool isSubmerged; 151 bool isHeroic = false; 152 bool isMythic = false; 153 }; 154 private: 155 CreatureAI* GetAI(Creature* creature) const override { 156 return GetMawOfSoulsAI<boss_helya_mawAI>(creature); 157 } 158 }; 159 // NPC 99801 160 class npc_helya_maw_destructor_tentacle : public CreatureScript { 161 public: 162 npc_helya_maw_destructor_tentacle() : CreatureScript("npc_helya_maw_destructor_tentacle") { } 163 struct npc_helya_maw_destructor_tentacleAI : public ScriptedAI { 164 npc_helya_maw_destructor_tentacleAI(Creature* creature) : ScriptedAI(creature) { 165 instance = creature->GetInstanceScript(); 166 SetCombatMovement(false); 167 Initialize(); 168 } 169 void Initialize() { 170 DoCastVictim(SPELL_DESTRUCTOR_RUPTURE); 171 } 172 void EnterCombat(Unit* who) override { 173 } 174 void JustDied(Unit* /*killer*/) { 175 if(Creature* helya = ObjectAccessor::GetCreature((*me), instance->GetGuidData(DATA_HELYA_MAW))) { 176 helya->AI()->Talk(YELL_TENTACLE); 177 uint64 damagePerTentacle = helya->GetMaxHealth() * 0.0333; 178 uint64 newHealth = helya->GetHealth() - damagePerTentacle; 179 helya->SetHealth(newHealth); 180 } 181 } 182 void UpdateAI(uint32 diff) override { 183 if(!UpdateVictim()) 184 return; 185 if(presenseCheck <= diff) { 186 if (!playerInRange) { 187 DoCastAOE(SPELL_DESTRUCTOR_SMASH); 188 } 189 presenseCheck = 5 * IN_MILLISECONDS; 190 } else presenseCheck -= diff; 191 if(ruptureEvery <= diff) { 192 if(playerInRange) { 193 DoCastVictim(SPELL_DESTRUCTOR_RUPTURE); 194 ruptureEvery = 14 * IN_MILLISECONDS; 195 } else { 196 ruptureEvery = 1 * IN_MILLISECONDS; 197 } 198 } else ruptureEvery -= diff; 199 DoMeleeAttackIfReady(); } 200 void MoveInLineOfSight(Unit* who) override { 201 playerInRange = (who->GetTypeId() == TYPEID_PLAYER && me->GetDistance2d(who) < 3.0f) ? true : false; 202 } 203 private: 204 InstanceScript* instance; 205 uint32 ruptureEvery = 14 * IN_MILLISECONDS; 206 uint32 presenseCheck = 5 * IN_MILLISECONDS; 207 bool playerInRange = false; 208 }; 209 CreatureAI* GetAI(Creature* creature) const override { 210 return GetMawOfSoulsAI<npc_helya_maw_destructor_tentacleAI>(creature); 211 } 212 }; 213 void AddSC_boss_helya_maw() { 214 new boss_helya_maw(); 215 new npc_helya_maw_destructor_tentacle();
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