185 if (alythess->IsAlive())
200 alythess->RemoveCorpse(
false);
409 if (sacrolash->IsAlive())
424 sacrolash->RemoveCorpse(
false);
752 switch (spellInfo->
Id)
819 switch (spellInfo->
Id)
uint32 urand(uint32 min, uint32 max)
bool roll_chance_i(int chance)
#define RegisterSpellScript(spell_script)
@ SPELL_EFFECT_SCRIPT_EFFECT
@ SPELL_AURA_PROC_TRIGGER_SPELL
#define AuraEffectProcFn(F, I, N)
#define SpellEffectFn(F, I, N)
#define AuraCheckProcFn(F)
@ EMOTE_CONFLAGRATION_SAC
@ EMOTE_CONFLAGRATION_ALY
void AddSC_boss_eredar_twins()
@ SPELL_SHADOW_IMAGE_VISUAL
@ SPELL_CONFLAGRATION_DUMMY
@ SPELL_SUMMON_SHADOW_IMAGES
@ SPELL_DARK_FLAME_AURA_ALY
@ SPELL_DUAL_WIELD_PASSIVE
@ SPELL_CONFLAGRATION_TRIGGER
@ SPELL_DARK_FLAME_AURA_SAC
@ SPELL_SHADOW_NOVA_DUMMY
@ EVENT_SUMMON_SHADOW_IMAGES
HookList< CheckProcHandler > DoCheckProc
HookList< EffectProcHandler > OnEffectProc
InstanceScript *const instance
void JustEngagedWith(Unit *who) override
void _DespawnAtEvade(Seconds delayToRespawn=30s, Creature *who=nullptr)
void DoZoneInCombat(Creature *creature=nullptr)
void SetReactState(ReactStates st)
void DespawnOrUnsummon(Milliseconds timeToDespawn=0s, Seconds forceRespawnTime=0s)
void SetCorpseDelay(uint32 delay, bool ignoreCorpseDecayRatio=false)
void SetLootMode(uint16 lootMode)
void Repeat(Milliseconds time)
void CancelEvent(EventId eventId)
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
Creature * GetCreature(uint32 type)
void Respawn(RespawnInfo *info, CharacterDatabaseTransaction dbTrans=nullptr)
virtual void RemoveDynamicFlag(uint32 flag)
Unit * GetActionTarget() const
SpellInfo const * GetSpellInfo() const
Unit * GetHitUnit() const
HookList< EffectHandler > OnEffectHitTarget
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
TaskScheduler & CancelAll()
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
TaskScheduler & Update(success_t const &callback=EmptyCallback)
void DoMeleeAttackIfReady()
SpellCastResult DoCastSelf(uint32 spellId, CastSpellExtraArgs const &args={})
virtual void InitializeAI()
SpellCastResult DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})
Unit * SelectTarget(SelectTargetMethod targetType, uint32 offset=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
SpellCastResult DoCast(uint32 spellId)
bool IsWithinMeleeRange(Unit const *obj) const
void KillSelf(bool durabilityLoss=true)
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true)
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
bool HasUnitState(const uint32 f) const
InstanceScript * GetInstanceScript() const
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
virtual uint64 GetData64(uint32) const
static bool ValidateSpellInfo(std::initializer_list< uint32 > spellIds)
bool TryHandleOnce(Player *player, AreaTriggerEntry const *) override
void HandleScript(SpellEffIndex)
PrepareSpellScript(spell_eredar_twins_blaze)
bool Validate(SpellInfo const *) override
void HandleProc(AuraEffect const *, ProcEventInfo &eventInfo)
PrepareAuraScript(spell_eredar_twins_dark_flame_aura_fire)
bool Validate(SpellInfo const *) override
bool CheckProc(ProcEventInfo &eventInfo)
bool CheckProc(ProcEventInfo &eventInfo)
bool Validate(SpellInfo const *) override
PrepareAuraScript(spell_eredar_twins_dark_flame_aura_shadow)
void HandleProc(AuraEffect const *, ProcEventInfo &eventInfo)
void AttackStart(Unit *) override
void SetCombatMovement(bool allowMovement)
void ResetThreatList(Unit *who=nullptr)
void DoPlaySoundToSet(WorldObject *source, uint32 soundId)
void AddThreat(Unit *victim, float amount, Unit *who=nullptr)
void OnSpellCast(SpellInfo const *spell) override
void UpdateAI(uint32 diff) override
void JustDied(Unit *) override
void KilledUnit(Unit *victim) override
boss_alythess(Creature *creature)
void DoAction(int32 action) override
void DamageTaken(Unit *who, uint32 &damage, DamageEffectType, SpellInfo const *) override
void JustEngagedWith(Unit *who) override
void EnterEvadeMode(EvadeReason) override
void InitializeAI() override
void OnSpellCast(SpellInfo const *spell) override
void JustDied(Unit *) override
void UpdateAI(uint32 diff) override
void KilledUnit(Unit *victim) override
void DamageTaken(Unit *who, uint32 &damage, DamageEffectType, SpellInfo const *) override
boss_sacrolash(Creature *creature)
void JustEngagedWith(Unit *who) override
void EnterEvadeMode(EvadeReason) override
void DoAction(int32 action) override
void OnSpellCast(SpellInfo const *spell) override
void JustEngagedWith(Unit *) override
void AttackRandomTarget()
void InitializeAI() override
void UpdateAI(uint32 diff) override
void JustAppeared() override
npc_shadow_image(Creature *creature)
#define RegisterSunwellPlateauCreatureAI(ai_name)