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June 16, 2013 14:16
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/* | |
* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/> | |
* Copyright (C) 2006-2009 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, see <http://www.gnu.org/licenses/>. | |
*/ | |
/* ScriptData | |
SDName: Example_Creature | |
SD%Complete: 100 | |
SDComment: Short custom scripting example | |
SDCategory: Script Examples | |
EndScriptData */ | |
#include "ScriptMgr.h" | |
#include "ScriptedCreature.h" | |
#include "ScriptedGossip.h" | |
#include "Player.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 Yells | |
{ | |
//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) | |
//Not required to define in this way, but simplify if changes are needed. | |
//These texts must be added to the creature texts of the npc for which the script is assigned. | |
SAY_AGGRO = 0, // "Let the games begin." | |
SAY_RANDOM = 1, // "I see endless suffering. I see torment. I see rage. I see everything.", | |
// "Muahahahaha", | |
// "These mortal infedels my lord, they have invaded your sanctum and seek to steal your secrets.", | |
// "You are already dead.", | |
// "Where to go? What to do? So many choices that all end in pain, end in death." | |
SAY_BERSERK = 2, // "$N, I sentance you to death!" | |
SAY_PHASE = 3, // "The suffering has just begun!" | |
SAY_DANCE = 4, // "I always thought I was a good dancer." | |
SAY_SALUTE = 5, // "Move out Soldier!" | |
SAY_EVADE = 6 // "Help $N! I'm under attack!" | |
}; | |
enum Spells | |
{ | |
// List of spells. | |
// Not required to define them in this way, but will make it easier to maintain in case spellId change | |
SPELL_BUFF = 25661, | |
SPELL_ONE = 12555, | |
SPELL_ONE_ALT = 24099, | |
SPELL_TWO = 10017, | |
SPELL_THREE = 26027, | |
SPELL_FRENZY = 23537, | |
SPELL_BERSERK = 32965, | |
}; | |
enum eEnums | |
{ | |
// any other constants | |
FACTION_WORGEN = 24 | |
}; | |
//List of gossip item texts. Items will appear in the gossip window. | |
#define GOSSIP_ITEM "I'm looking for a fight" | |
class example_creature : public CreatureScript | |
{ | |
public: | |
example_creature() | |
: CreatureScript("example_creature") | |
{ | |
} | |
struct example_creatureAI : public ScriptedAI | |
{ | |
// *** HANDLED FUNCTION *** | |
//This is the constructor, called only once when the Creature is first created | |
example_creatureAI(Creature* creature) : ScriptedAI(creature) {} | |
// *** 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_uiSpell1Timer; // Timer for spell 1 when in combat | |
uint32 m_uiSpell2Timer; // Timer for spell 1 when in combat | |
uint32 m_uiSpell3Timer; // 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 after spawn and whenever the core decides we need to evade | |
void Reset() | |
{ | |
m_uiPhase = 1; // Start in phase 1 | |
m_uiPhaseTimer = 60000; // 60 seconds | |
m_uiSpell1Timer = 5000; // 5 seconds | |
m_uiSpell2Timer = urand(10000, 20000); // between 10 and 20 seconds | |
m_uiSpell3Timer = 19000; // 19 seconds | |
m_uiBeserkTimer = 120000; // 2 minutes | |
me->RestoreFaction(); | |
} | |
// *** HANDLED FUNCTION *** | |
// Enter Combat called once per combat | |
void EnterCombat(Unit* who) | |
{ | |
//Say some stuff | |
Talk(SAY_AGGRO, who->GetGUID()); | |
} | |
// *** HANDLED FUNCTION *** | |
// Attack Start is called when victim change (including at start of combat) | |
// By default, attack who and start movement toward the victim. | |
//void AttackStart(Unit* who) | |
//{ | |
// ScriptedAI::AttackStart(who); | |
//} | |
// *** HANDLED FUNCTION *** | |
// Called when going out of combat. Reset is called just after. | |
void EnterEvadeMode() | |
{ | |
Talk(SAY_EVADE); | |
} | |
// *** HANDLED FUNCTION *** | |
//Our Receive emote function | |
void ReceiveEmote(Player* /*player*/, uint32 uiTextEmote) | |
{ | |
me->HandleEmoteCommand(uiTextEmote); | |
switch (uiTextEmote) | |
{ | |
case TEXT_EMOTE_DANCE: | |
Talk(SAY_DANCE); | |
break; | |
case TEXT_EMOTE_SALUTE: | |
Talk(SAY_SALUTE); | |
break; | |
} | |
} | |
// *** HANDLED FUNCTION *** | |
//Update AI is called Every single map update (roughly once every 50ms if a player is within the grid) | |
void UpdateAI(const uint32 uiDiff) | |
{ | |
//Out of combat timers | |
if (!me->getVictim()) | |
{ | |
//Random Say timer | |
if (m_uiSayTimer <= uiDiff) | |
{ | |
//Random switch between 5 outcomes | |
Talk(SAY_RANDOM); | |
m_uiSayTimer = 45000; //Say something agian in 45 seconds | |
} | |
else | |
m_uiSayTimer -= uiDiff; | |
//Rebuff timer | |
if (m_uiRebuffTimer <= uiDiff) | |
{ | |
DoCast(me, SPELL_BUFF); | |
m_uiRebuffTimer = 900000; //Rebuff agian in 15 minutes | |
} | |
else | |
m_uiRebuffTimer -= uiDiff; | |
} | |
//Return since we have no target | |
if (!UpdateVictim()) | |
return; | |
//Spell 1 timer | |
if (m_uiSpell1Timer <= uiDiff) | |
{ | |
//Cast spell one on our current target. | |
if (rand()%50 > 10) | |
DoCast(me->getVictim(), SPELL_ONE_ALT); | |
else if (me->IsWithinDist(me->getVictim(), 25.0f)) | |
DoCast(me->getVictim(), SPELL_ONE); | |
m_uiSpell1Timer = 5000; | |
} | |
else | |
m_uiSpell1Timer -= uiDiff; | |
//Spell 2 timer | |
if (m_uiSpell2Timer <= uiDiff) | |
{ | |
//Cast spell two on our current target. | |
DoCast(me->getVictim(), SPELL_TWO); | |
m_uiSpell2Timer = 37000; | |
} | |
else | |
m_uiSpell2Timer -= uiDiff; | |
//Beserk timer | |
if (m_uiPhase > 1) | |
{ | |
//Spell 3 timer | |
if (m_uiSpell3Timer <= uiDiff) | |
{ | |
//Cast spell one on our current target. | |
DoCast(me->getVictim(), SPELL_THREE); | |
m_uiSpell3Timer = 19000; | |
} | |
else | |
m_uiSpell3Timer -= uiDiff; | |
if (m_uiBeserkTimer <= uiDiff) | |
{ | |
//Say our line then cast uber death spell | |
Talk(SAY_BERSERK, me->getVictim() ? me->getVictim()->GetGUID() : 0); | |
DoCast(me->getVictim(), SPELL_BERSERK); | |
//Cast our beserk spell agian in 12 seconds if we didn't kill everyone | |
m_uiBeserkTimer = 12000; | |
} | |
else | |
m_uiBeserkTimer -= uiDiff; | |
} | |
else if (m_uiPhase == 1) //Phase timer | |
{ | |
if (m_uiPhaseTimer <= uiDiff) | |
{ | |
//Go to next phase | |
++m_uiPhase; | |
Talk(SAY_PHASE); | |
DoCast(me, SPELL_FRENZY); | |
} | |
else | |
m_uiPhaseTimer -= uiDiff; | |
} | |
DoMeleeAttackIfReady(); | |
} | |
}; | |
CreatureAI* GetAI(Creature* creature) const | |
{ | |
return new example_creatureAI(creature); | |
} | |
bool OnGossipHello(Player* player, Creature* creature) | |
{ | |
player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1); | |
player->SEND_GOSSIP_MENU(907, creature->GetGUID()); | |
return true; | |
} | |
bool OnGossipSelect(Player* player, Creature* creature, uint32 /*sender*/, uint32 action) | |
{ | |
player->PlayerTalkClass->ClearMenus(); | |
if (action == GOSSIP_ACTION_INFO_DEF+1) | |
{ | |
player->CLOSE_GOSSIP_MENU(); | |
//Set our faction to hostile towards all | |
creature->setFaction(FACTION_WORGEN); | |
creature->AI()->AttackStart(player); | |
} | |
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() | |
{ | |
new example_creature(); | |
} |
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