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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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