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/* Copyright (C) 2006 - 2013 ScriptDev2 * 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 */ /* ScriptData SDName: Example_Creature SD%Complete: 100 SDComment: Short custom scripting example SDCategory: Script Examples EndScriptData */ #include "precompiled.h" // **** This script is designed as an example for others to build on **** // **** Please modify whatever you'd like to as this script is only for developement **** // **** Script Info **** // This script is written in a way that it can be used for both friendly and hostile monsters // Its primary purpose is to show just how much you can really do with scripts // I recommend trying it out on both an agressive NPC and on friendly npc // **** Quick Info **** // Functions with Handled Function marked above them are functions that are called automatically by the core // Functions that are marked Custom Function are functions I've created to simplify code enum { // List of text id's. The text is stored in database, also in a localized version // (if translation not exist for the textId, default english text will be used) SAY_AGGRO = -1999900, SAY_RANDOM_0 = -1999901, SAY_RANDOM_1 = -1999902, SAY_RANDOM_2 = -1999903, SAY_RANDOM_3 = -1999904, SAY_RANDOM_4 = -1999905, SAY_BESERK = -1999906, SAY_PHASE = -1999907, SAY_DANCE = -1999908, SAY_SALUTE = -1999909, // List of used spells SPELL_BUFF = 25661, SPELL_ONE = 12555, SPELL_ONE_ALT = 24099, SPELL_TWO = 10017, SPELL_THREE = 26027, SPELL_ENRAGE = 23537, SPELL_BESERK = 32309, // Some other information we need to store TEXT_ID_GREET = 907, FACTION_WORGEN = 24 }; // List of gossip item texts. Items will appear in the gossip window. // Actually such gossip can already be handled in normal World-Database // If (and only if) a gossip must be handled within SD2, then it should be moved to SD2-database! #define GOSSIP_ITEM "I'm looking for a fight" struct MANGOS_DLL_DECL example_creatureAI : public ScriptedAI { // *** HANDLED FUNCTION *** // This is the constructor, called only once when the creature is first created example_creatureAI(Creature* pCreature) : ScriptedAI(pCreature) { Reset(); } // *** CUSTOM VARIABLES **** // These variables are for use only by this individual script. // Nothing else will ever call them but us. uint32 m_uiSayTimer; // Timer for random chat uint32 m_uiRebuffTimer; // Timer for rebuffing uint32 m_uiSpellOneTimer; // Timer for spell 1 when in combat uint32 m_uiSpellTwoTimer; // Timer for spell 1 when in combat uint32 m_uiSpellThreeTimer; // Timer for spell 1 when in combat uint32 m_uiBeserkTimer; // Timer until we go into Beserk (enraged) mode uint32 m_uiPhase; // The current battle phase we are in uint32 m_uiPhaseTimer; // Timer until phase transition // *** HANDLED FUNCTION *** // This is called whenever the core decides we need to evade void Reset() { m_uiPhase = 1; // Start in phase 1 m_uiPhaseTimer = 60000; // 60 seconds m_uiSpellOneTimer = 5000; // 5 seconds m_uiSpellTwoTimer = 37000; // 37 seconds m_uiSpellThreeTimer = 19000; // 19 seconds m_uiBeserkTimer = 120000; // 2 minutes } // *** HANDLED FUNCTION *** // Aggro is called when we enter combat, against an enemy, and haven't been in combat before void Aggro(Unit* pWho) override { // Say some stuff DoScriptText(SAY_AGGRO, m_creature, pWho); } // *** HANDLED FUNCTION *** // Our Recive emote function void ReceiveEmote(Player* /*pPlayer*/, uint32 uiTextEmote) override { m_creature->HandleEmote(uiTextEmote); switch (uiTextEmote) { case TEXTEMOTE_DANCE: DoScriptText(SAY_DANCE, m_creature); break; case TEXTEMOTE_SALUTE: DoScriptText(SAY_SALUTE, m_creature); break; } } // *** HANDLED FUNCTION *** // Update AI is called Every single map update (roughly once every 100ms if a player is within the grid) void UpdateAI(const uint32 uiDiff) override { // Out of combat timers if (!m_creature->getVictim()) { // Random Say timer if (m_uiSayTimer < uiDiff) { // Random switch between 5 outcomes switch (urand(0, 4)) { case 0: DoScriptText(SAY_RANDOM_0, m_creature); break; case 1: DoScriptText(SAY_RANDOM_1, m_creature); break; case 2: DoScriptText(SAY_RANDOM_2, m_creature); break; case 3: DoScriptText(SAY_RANDOM_3, m_creature); break; case 4: DoScriptText(SAY_RANDOM_4, m_creature); break; } m_uiSayTimer = 45 * IN_MILLISECONDS; // Say something agian in 45 seconds } else m_uiSayTimer -= uiDiff; // Rebuff timer if (m_uiRebuffTimer < uiDiff) { DoCastSpellIfCan(m_creature, SPELL_BUFF); // Rebuff agian in 15 minutes m_uiRebuffTimer = 15 * MINUTE * IN_MILLISECONDS; } else m_uiRebuffTimer -= uiDiff; } // Return since we have no target if (!m_creature->SelectHostileTarget() || !m_creature->getVictim()) return; // Abilities of all phases // Spell One timer if (m_uiSpellOneTimer < uiDiff) { // Cast spell one on our current target. if (rand() % 50 > 10) DoCastSpellIfCan(m_creature->getVictim(), SPELL_ONE_ALT); else if (m_creature->IsWithinDist(m_creature->getVictim(), 25.0f)) DoCastSpellIfCan(m_creature->getVictim(), SPELL_ONE); m_uiSpellOneTimer = 5000; } else m_uiSpellOneTimer -= uiDiff; // Spell Two timer if (m_uiSpellTwoTimer < uiDiff) { // Cast spell two on self (AoE spell with only self-target) if we can if (DoCastSpellIfCan(m_creature, SPELL_TWO) == CAST_OK) m_uiSpellTwoTimer = 37 * IN_MILLISECONDS; // Only Update Timer, if we could start casting } else m_uiSpellTwoTimer -= uiDiff; // End of abliities of all phases // Phase 1 abilities if (m_uiPhase == 1) { // Phase timer if (m_uiPhaseTimer < uiDiff) { // Only switch phase and display phase-switich text, if out cast was started sucessfull if (DoCastSpellIfCan(m_creature, SPELL_ENRAGE) == CAST_OK) { // Go to next phase ++m_uiPhase; DoScriptText(SAY_PHASE, m_creature); } } else m_uiPhaseTimer -= uiDiff; } // Phase 2 abilities else if (m_uiPhase > 1) { // Spell Three timer if (m_uiSpellThreeTimer < uiDiff) { // Cast spell three on self (AoE spell with only self-target) if (DoCastSpellIfCan(m_creature, SPELL_THREE) == CAST_OK) m_uiSpellThreeTimer = 19000; } else m_uiSpellThreeTimer -= uiDiff; // Beserk timer if (m_uiBeserkTimer < uiDiff) { // Cast uber death spell if possible if (DoCastSpellIfCan(m_creature->getVictim(), SPELL_BESERK) == CAST_OK) { // Say our line if we cast DoScriptText(SAY_BESERK, m_creature, m_creature->getVictim()); // Cast our beserk spell agian in 12 seconds (if we didn't kill everyone) m_uiBeserkTimer = 12000; } } else m_uiBeserkTimer -= uiDiff; } // Normal behaviour: if possible mobs do attack with melee DoMeleeAttackIfReady(); } }; // This is the GetAI method used by all scripts that involve AI // It is called every time a new creature using this script is created CreatureAI* GetAI_example_creature(Creature* pCreature) { return new example_creatureAI(pCreature); } // This function is called when the player opens the gossip menu // In this case as there is nothing special about this gossip dialogue, it should be moved to world-DB bool GossipHello_example_creature(Player* pPlayer, Creature* pCreature) { pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1); pPlayer->SEND_GOSSIP_MENU(TEXT_ID_GREET, pCreature->GetObjectGuid()); return true; } // This function is called when the player clicks an option on the gossip menu // In this case here the faction change could be handled by world-DB gossip, hence it should be handled there! bool GossipSelect_example_creature(Player* pPlayer, Creature* pCreature, uint32 /*uiSender*/, uint32 uiAction) { if (uiAction == GOSSIP_ACTION_INFO_DEF + 1) { pPlayer->CLOSE_GOSSIP_MENU(); // Set our faction to hostile towards all pCreature->SetFactionTemporary(FACTION_WORGEN, TEMPFACTION_RESTORE_RESPAWN); pCreature->AI()->AttackStart(pPlayer); } return true; } // This is the actual function called only once durring InitScripts() // It must define all handled functions that are to be run in this script void AddSC_example_creature() { Script* pNewScript; pNewScript = new Script; pNewScript->Name = "example_creature"; pNewScript->GetAI = &GetAI_example_creature; pNewScript->pGossipHello = &GossipHello_example_creature; pNewScript->pGossipSelect = &GossipSelect_example_creature; pNewScript->RegisterSelf(false); }