@ SPELL_SUMMON_LIQUID_FIRE
@ SPELL_LIQUID_FIRE_DAMAGE
@ SPELL_LIQUID_FIRE_PERIODIC
void JustEngagedWith(Unit *who) override
void _DespawnAtEvade(Seconds delayToRespawn=30s, Creature *who=nullptr)
void DoZoneInCombat(Creature *creature=nullptr)
void Repeat(Milliseconds time)
bool IsInPhase(PhaseIndex phase) const
void SetPhase(PhaseIndex phase)
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
void DoMeleeAttackIfReady()
SpellCastResult DoCastSelf(uint32 spellId, CastSpellExtraArgs const &args={})
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 SetDisableGravity(bool disable, bool updateAnimTier=true)
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
bool HasUnitState(const uint32 f) const
bool HealthAbovePct(uint32 pct) const
void ResetThreatList(Unit *who=nullptr)
void UpdateAI(uint32 diff) override
void DamageTaken(Unit *, uint32 &, DamageEffectType, SpellInfo const *) override
boss_jeklik(Creature *creature)
void JustDied(Unit *) override
void EnterEvadeMode(EvadeReason) override
void JustEngagedWith(Unit *who) override
npc_frenzied_bloodseeker_bat(Creature *creature)
void UpdateAI(uint32) override
#define RegisterZulGurubCreatureAI(ai_name)