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brakmage
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Okay guys I bet some of you want to be Developers... Well I might not be correct but you should know c++ and then you should try practicing one of the uncompiled server cores, I will be practicing on the Trinity Core because I feel it will be more like this server then ArcEmu which I also have... If you'd like to see, here is the code from Neferians .cpp file

/*

* Copyright © 2008-2011 TrinityCore <http://www.trinitycore.org/>

* Copyright © 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: Boss_Nefarian

SD%Complete: 80

SDComment: Some issues with class calls effecting more than one class

SDCategory: Blackwing Lair

EndScriptData */

#include "ScriptPCH.h"

#define SAY_AGGRO -1469007

#define SAY_XHEALTH -1469008

#define SAY_SHADOWFLAME -1469009

#define SAY_RAISE_SKELETONS -1469010

#define SAY_SLAY -1469011

#define SAY_DEATH -1469012

#define SAY_MAGE -1469013

#define SAY_WARRIOR -1469014

#define SAY_DRUID -1469015

#define SAY_PRIEST -1469016

#define SAY_PALADIN -1469017

#define SAY_SHAMAN -1469018

#define SAY_WARLOCK -1469019

#define SAY_HUNTER -1469020

#define SAY_ROGUE -1469021

#define SPELL_SHADOWFLAME_INITIAL 22972

#define SPELL_SHADOWFLAME 22539

#define SPELL_BELLOWINGROAR 22686

#define SPELL_VEILOFSHADOW 7068

#define SPELL_CLEAVE 20691

#define SPELL_TAILLASH 23364

#define SPELL_BONECONTRUST 23363 //23362, 23361

#define SPELL_MAGE 23410 //wild magic

#define SPELL_WARRIOR 23397 //beserk

#define SPELL_DRUID 23398 // cat form

#define SPELL_PRIEST 23401 // corrupted healing

#define SPELL_PALADIN 23418 //syphon blessing

#define SPELL_SHAMAN 23425 //totems

#define SPELL_WARLOCK 23427 //infernals

#define SPELL_HUNTER 23436 //bow broke

#define SPELL_ROGUE 23414 //Paralise

class boss_nefarian : public CreatureScript

{

public:

boss_nefarian() : CreatureScript("boss_nefarian") { }

CreatureAI* GetAI(Creature* creature) const

{

return new boss_nefarianAI (creature);

}

struct boss_nefarianAI : public ScriptedAI

{

boss_nefarianAI(Creature* c) : ScriptedAI© {}

uint32 ShadowFlame_Timer;

uint32 BellowingRoar_Timer;

uint32 VeilOfShadow_Timer;

uint32 Cleave_Timer;

uint32 TailLash_Timer;

uint32 ClassCall_Timer;

bool Phase3;

uint32 DespawnTimer;

void Reset()

{

ShadowFlame_Timer = 12000; //These times are probably wrong

BellowingRoar_Timer = 30000;

VeilOfShadow_Timer = 15000;

Cleave_Timer = 7000;

TailLash_Timer = 10000;

ClassCall_Timer = 35000; //35-40 seconds

Phase3 = false;

DespawnTimer = 5000;

}

void KilledUnit(Unit* Victim)

{

if (rand()%5)

return;

DoScriptText(SAY_SLAY, me, Victim);

}

void JustDied(Unit* /*Killer*/)

{

DoScriptText(SAY_DEATH, me);

}

void EnterCombat(Unit* who)

{

DoScriptText(RAND(SAY_XHEALTH, SAY_AGGRO, SAY_SHADOWFLAME), me);

DoCast(who, SPELL_SHADOWFLAME_INITIAL);

DoZoneInCombat();

}

void UpdateAI(const uint32 diff)

{

if (DespawnTimer <= diff)

{

if (!UpdateVictim())

me->DespawnOrUnsummon();

DespawnTimer = 5000;

} else DespawnTimer -= diff;

if (!UpdateVictim())

return;

//ShadowFlame_Timer

if (ShadowFlame_Timer <= diff)

{

DoCast(me->getVictim(), SPELL_SHADOWFLAME);

ShadowFlame_Timer = 12000;

} else ShadowFlame_Timer -= diff;

//BellowingRoar_Timer

if (BellowingRoar_Timer <= diff)

{

DoCast(me->getVictim(), SPELL_BELLOWINGROAR);

BellowingRoar_Timer = 30000;

} else BellowingRoar_Timer -= diff;

//VeilOfShadow_Timer

if (VeilOfShadow_Timer <= diff)

{

DoCast(me->getVictim(), SPELL_VEILOFSHADOW);

VeilOfShadow_Timer = 15000;

} else VeilOfShadow_Timer -= diff;

//Cleave_Timer

if (Cleave_Timer <= diff)

{

DoCast(me->getVictim(), SPELL_CLEAVE);

Cleave_Timer = 7000;

} else Cleave_Timer -= diff;

//TailLash_Timer

if (TailLash_Timer <= diff)

{

//Cast NYI since we need a better check for behind target

//DoCast(me->getVictim(), SPELL_TAILLASH);

TailLash_Timer = 10000;

} else TailLash_Timer -= diff;

//ClassCall_Timer

if (ClassCall_Timer <= diff)

{

//Cast a random class call

//On official it is based on what classes are currently on the hostil list

//but we can't do that yet so just randomly call one

switch (urand(0, 8))

{

case 0:

DoScriptText(SAY_MAGE, me);

DoCast(me, SPELL_MAGE);

break;

case 1:

DoScriptText(SAY_WARRIOR, me);

DoCast(me, SPELL_WARRIOR);

break;

case 2:

DoScriptText(SAY_DRUID, me);

DoCast(me, SPELL_DRUID);

break;

case 3:

DoScriptText(SAY_PRIEST, me);

DoCast(me, SPELL_PRIEST);

break;

case 4:

DoScriptText(SAY_PALADIN, me);

DoCast(me, SPELL_PALADIN);

break;

case 5:

DoScriptText(SAY_SHAMAN, me);

DoCast(me, SPELL_SHAMAN);

break;

case 6:

DoScriptText(SAY_WARLOCK, me);

DoCast(me, SPELL_WARLOCK);

break;

case 7:

DoScriptText(SAY_HUNTER, me);

DoCast(me, SPELL_HUNTER);

break;

case 8:

DoScriptText(SAY_ROGUE, me);

DoCast(me, SPELL_ROGUE);

break;

}

ClassCall_Timer = 35000 + (rand() % 5000);

} else ClassCall_Timer -= diff;

//Phase3 begins when we are below X health

if (!Phase3 && HealthBelowPct(20))

{

Phase3 = true;

DoScriptText(SAY_RAISE_SKELETONS, me);

}

DoMeleeAttackIfReady();

}

};

};

void AddSC_boss_nefarian()

{

new boss_nefarian();

}

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