/* 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
*/
#include "../../sc_defines.h"
#include "../../creature/simple_ai.h"
//Blackwing Technician
//Blackwing Spellbinder
//Blackwing Warlock
//Death Talon Overseer
CreatureAI* GetAI_mob_blackwinglair(Creature *_Creature)
{
SimpleAI* ai = new SimpleAI (_Creature);
uint32 CreatureID = _Creature->GetEntry();
switch (CreatureID)
{
//Death Talon Wyrmkin
case 12465:
ai->Spell[0].Enabled=true;
ai->Spell[0].Spell_Id=23512; // Instant Area-Fireball (low dmg)
ai->Spell[0].Cooldown=5000;
ai->Spell[0].CooldownRandomAddition=5000;
ai->Spell[0].Cast_Target_Type = CAST_SELF;
break;
//Death Talon Captain
case 12467:
ai->Spell[0].Enabled=true;
ai->Spell[0].Spell_Id=26350; // Cleave
ai->Spell[0].Cooldown=20000;
ai->Spell[0].CooldownRandomAddition=5000;
ai->Spell[0].Cast_Target_Type = CAST_SELF;
ai->Spell[1].Enabled=true;
ai->Spell[1].Spell_Id=22911; // Charge
ai->Spell[1].Cooldown=30000;
ai->Spell[1].CooldownRandomAddition=5000;
ai->Spell[1].Cast_Target_Type = CAST_HOSTILE_RANDOM;
break;
//Death Talon Seether
case 12464:
ai->Spell[0].Enabled=true;
ai->Spell[0].Spell_Id=22428; // Frenzy
ai->Spell[0].Cooldown=10000;
ai->Spell[0].CooldownRandomAddition=20000;
ai->Spell[0].Cast_Target_Type = CAST_SELF;
break;
//Death Talon Flamescale
case 12463:
ai->Spell[0].Enabled=true;
ai->Spell[0].Spell_Id=22275; // AoE Flamestrike
ai->Spell[0].Cooldown=30000;
ai->Spell[0].CooldownRandomAddition=10000;
ai->Spell[0].Cast_Target_Type = CAST_HOSTILE_RANDOM;
break;
//Blackwing technician
case 13996:
ai->Spell[0].Enabled=true;
ai->Spell[0].Spell_Id=29579; // dynamite
ai->Spell[0].Cooldown=20000;
ai->Spell[0].CooldownRandomAddition=15000;
ai->Spell[0].Cast_Target_Type = CAST_HOSTILE_RANDOM;
ai->Spell[1].Enabled=true;
ai->Spell[1].Spell_Id=22335; // poison
ai->Spell[1].Cooldown=20000;
ai->Spell[1].CooldownRandomAddition=10000;
ai->Spell[1].Cast_Target_Type = CAST_HOSTILE_RANDOM;
break;
//Blackwing Spellbinder
case 12457:
ai->Spell[0].Enabled=true;
ai->Spell[0].Spell_Id=22275; // AoE Flamestrike
ai->Spell[0].Cooldown=30000;
ai->Spell[0].CooldownRandomAddition=10000;
ai->Spell[0].Cast_Target_Type = CAST_HOSTILE_RANDOM;
ai->Spell[1].Enabled=true;
ai->Spell[1].Spell_Id=22274; // Polymorph
ai->Spell[1].Cooldown=20000;
ai->Spell[1].CooldownRandomAddition=10000;
ai->Spell[1].Cast_Target_Type = CAST_HOSTILE_RANDOM;
break;
//Blackwing Warlock
case 12459:
ai->Spell[0].Enabled=true;
ai->Spell[0].Spell_Id=24668; // Shadow bolt
ai->Spell[0].Cooldown=5000;
ai->Spell[0].CooldownRandomAddition=10000;
ai->Spell[0].Cast_Target_Type = CAST_HOSTILE_RANDOM;
ai->Spell[1].Enabled=true;
ai->Spell[1].Spell_Id=19717; // Rain of Fire
ai->Spell[1].Cooldown=20000;
ai->Spell[1].CooldownRandomAddition=20000;
ai->Spell[1].Cast_Target_Type = CAST_HOSTILE_RANDOM;
break;
//Death Talon Overseer
case 12461:
ai->Spell[0].Enabled=true;
ai->Spell[0].Spell_Id=26350; // Cleave
ai->Spell[0].Cooldown=15000;
ai->Spell[0].CooldownRandomAddition=10000;
ai->Spell[0].Cast_Target_Type = CAST_SELF;
ai->Spell[1].Enabled=true;
ai->Spell[1].Spell_Id=20623; // Fire Blast
ai->Spell[1].Cooldown=20000;
ai->Spell[1].CooldownRandomAddition=10000;
ai->Spell[1].Cast_Target_Type = CAST_HOSTILE_TARGET;
break;
//Death Talon Wyrmguard
case 12460:
ai->Spell[0].Enabled=true;
ai->Spell[0].Spell_Id=26350; // Cleave
ai->Spell[0].Cooldown=50000;
ai->Spell[0].CooldownRandomAddition=10000;
ai->Spell[0].Cast_Target_Type = CAST_SELF;
ai->Spell[1].Enabled=true;
ai->Spell[1].Spell_Id=27758; // War Stomp
ai->Spell[1].First_Cast=10000;
ai->Spell[1].Cooldown=60000;
ai->Spell[1].CooldownRandomAddition=10000;
ai->Spell[1].Cast_Target_Type = CAST_SELF;
ai->Spell[2].Enabled=true;
ai->Spell[2].Spell_Id=22559; // Brood Power: blue
ai->Spell[2].First_Cast=20000;
ai->Spell[2].Cooldown=60000;
ai->Spell[2].CooldownRandomAddition=30000;
ai->Spell[2].Cast_Target_Type = CAST_HOSTILE_TARGET;
ai->Spell[3].Enabled=true;
ai->Spell[3].Spell_Id=22642; // Brood Power: bronze
ai->Spell[3].First_Cast=30000;
ai->Spell[3].Cooldown=60000;
ai->Spell[3].CooldownRandomAddition=30000;
ai->Spell[3].Cast_Target_Type = CAST_HOSTILE_TARGET;
break;
}
ai->EnterEvadeMode();
return ai;
}
void AddSC_mob_blackwing_lair()
{
Script *newscript;
newscript = new Script;
newscript->Name="mob_blackwing_lair";
newscript->GetAI = GetAI_mob_blackwinglair;
m_scripts[nrscripts++] = newscript;
}