uint32 urand(uint32 min, uint32 max)
#define RegisterSpellScript(spell_script)
@ SPELL_EFFECT_SCRIPT_EFFECT
#define SpellEffectFn(F, I, N)
@ SPELL_SHADOW_BOLT_VOLLEY
@ SPELL_SUMMON_BONE_MAGES
@ SPELL_SUMMON_BONE_MAGE_BACK_LEFT
@ SPELL_SUMMON_BONE_MINIONS
@ SPELL_SUMMON_BONE_MINION_LEFT
@ SPELL_SUMMON_BONE_MAGE_FRONT_LEFT
@ SPELL_SUMMON_BONE_MAGE_BACK_RIGHT
@ SPELL_SUMMON_BONE_MINION_RIGHT
@ SPELL_SUMMON_BONE_MINION_FRONT
@ SPELL_SUMMON_BONE_MAGE_FRONT_RIGHT
@ SPELL_SUMMON_BONE_MINION_BACK
@ EVENT_SHADOWBOLT_VOLLEY
void SetImmuneToPC(bool apply) override
void Repeat(Milliseconds time)
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
HookList< EffectHandler > OnEffectHit
void DoMeleeAttackIfReady()
SpellCastResult DoCastSelf(uint32 spellId, CastSpellExtraArgs const &args={})
bool HasUnitState(const uint32 f) const
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
static bool ValidateSpellInfo(std::initializer_list< uint32 > spellIds)
void HandleScript(SpellEffIndex)
PrepareSpellScript(spell_kormok_summon_bone_mages)
bool Validate(SpellInfo const *) override
PrepareSpellScript(spell_kormok_summon_bone_minions)
bool Validate(SpellInfo const *) override
void HandleScript(SpellEffIndex)
#define RegisterScholomanceCreatureAI(ai_name)
void JustDied(Unit *) override
boss_kormok(Creature *creature)
void JustEngagedWith(Unit *) override
void JustAppeared() override
void DamageTaken(Unit *, uint32 &damage, DamageEffectType, SpellInfo const *) override
void OnSpellCast(SpellInfo const *spell) override
void UpdateAI(uint32 diff) override