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This gonna be my first commit, so don't blame me ^^
- henze faulk script (long time broken i think) - added dashel stonefist script - Neltharaku's Tale - Shattered Rumbler - Blood Knight Stillblade (Bloodelf Pala quest) Also added a new filter for Silvermoon! git-svn-id: https://scriptdev2.svn.sourceforge.net/svnroot/scriptdev2@123 5f9c896b-1e26-0410-94da-f77f675e2462
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darkman1983
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Sep 8, 2007
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/* Copyright (C) 2006,2007 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/> | ||
* 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 2 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, write to the Free Software | ||
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA | ||
*/ | ||
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#include "../../sc_defines.h" | ||
#include "../../../../../game/Player.h" | ||
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struct MANGOS_DLL_DECL mob_shattered_rumblerAI : public ScriptedAI | ||
{ | ||
bool Spawn; | ||
Creature* tSpawn0; | ||
Creature* tSpawn1; | ||
Creature* tSpawn2; | ||
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mob_shattered_rumblerAI(Creature *c) : ScriptedAI(c) {EnterEvadeMode();} | ||
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void EnterEvadeMode() | ||
{ | ||
Spawn = false; | ||
m_creature->RemoveAllAuras(); | ||
m_creature->DeleteThreatList(); | ||
DoGoHome(); | ||
} | ||
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void SpellHit(Unit *Hitter, const SpellEntry *Spellkind) | ||
{ | ||
if(Spellkind->Id == 32001 && !Spawn) | ||
{ | ||
float x = m_creature->GetPositionX(); | ||
float y = m_creature->GetPositionY(); | ||
float z = m_creature->GetPositionZ(); | ||
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tSpawn0 = Hitter->SummonCreature(18181,x+(0.7 * (rand()%30)),y+(rand()%5),z,0,TEMPSUMMON_CORPSE_TIMED_DESPAWN,60000); | ||
tSpawn1 = Hitter->SummonCreature(18181,x+(rand()%5),y-(rand()%5),z,0,TEMPSUMMON_CORPSE_TIMED_DESPAWN,60000); | ||
tSpawn2 = Hitter->SummonCreature(18181,x-(rand()%5),y+(0.5 *(rand()%60)),z,0,TEMPSUMMON_CORPSE_TIMED_DESPAWN,60000); | ||
m_creature->setDeathState(CORPSE); | ||
Spawn = true; | ||
} | ||
return; | ||
} | ||
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}; | ||
CreatureAI* GetAI_mob_shattered_rumbler(Creature *_Creature) | ||
{ | ||
return new mob_shattered_rumblerAI (_Creature); | ||
} | ||
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void AddSC_mob_shattered_rumbler() | ||
{ | ||
Script *newscript; | ||
newscript = new Script; | ||
newscript->Name="shattered_rumbler"; | ||
newscript->GetAI = GetAI_mob_shattered_rumbler; | ||
m_scripts[nrscripts++] = newscript; | ||
} |
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