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boss_black_knight.cpp
Go to the documentation of this file.
1
/*
2
* This file is part of Project SkyFire https://www.projectskyfire.org.
3
* See LICENSE.md file for Copyright information
4
*/
5
6
/* ScriptData
7
SDName: Boss Black Knight
8
SD%Complete: 80%
9
SDComment: missing yells. not sure about timers.
10
SDCategory: Trial of the Champion
11
EndScriptData */
12
13
#include "
ScriptMgr.h
"
14
#include "
ScriptedCreature.h
"
15
#include "
ScriptedEscortAI.h
"
16
#include "
trial_of_the_champion.h
"
17
18
enum
Spells
19
{
20
//phase 1
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SPELL_PLAGUE_STRIKE
= 67884,
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SPELL_PLAGUE_STRIKE_2
= 67724,
23
SPELL_ICY_TOUCH_H
= 67881,
24
SPELL_ICY_TOUCH
= 67718,
25
SPELL_DEATH_RESPITE
= 67745,
26
SPELL_DEATH_RESPITE_2
= 68306,
27
SPELL_DEATH_RESPITE_3
= 66798,
28
SPELL_OBLITERATE_H
= 67883,
29
SPELL_OBLITERATE
= 67725,
30
//in this phase should rise herald (the spell is missing)
31
32
//phase 2 - During this phase, the Black Knight will use the same abilities as in phase 1, except for Death's Respite
33
SPELL_ARMY_DEAD
= 67761,
34
SPELL_DESECRATION
= 67778,
35
SPELL_DESECRATION_2
= 67778,
36
SPELL_GHOUL_EXPLODE
= 67751,
37
38
//phase 3
39
SPELL_DEATH_BITE_H
= 67875,
40
SPELL_DEATH_BITE
= 67808,
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SPELL_MARKED_DEATH
= 67882,
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SPELL_MARKED_DEATH_2
= 67823,
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SPELL_BLACK_KNIGHT_RES
= 67693,
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SPELL_LEAP
= 67749,
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SPELL_LEAP_H
= 67880,
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SPELL_KILL_CREDIT
= 68663
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};
51
52
enum
Models
53
{
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MODEL_SKELETON
= 29846,
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MODEL_GHOST
= 21300
56
};
57
58
enum
Phases
59
{
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PHASE_UNDEAD
= 1,
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PHASE_SKELETON
= 2,
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PHASE_GHOST
= 3
63
};
64
65
class
boss_black_knight
:
public
CreatureScript
66
{
67
public
:
68
boss_black_knight
() :
CreatureScript
(
"boss_black_knight"
) { }
69
70
struct
boss_black_knightAI
:
public
ScriptedAI
71
{
72
boss_black_knightAI
(
Creature
* creature) :
ScriptedAI
(creature)
73
{
74
instance
= creature->
GetInstanceScript
();
75
}
76
77
InstanceScript
*
instance
;
78
79
std::list<uint64>
SummonList
;
80
81
bool
bEventInProgress
;
82
bool
bEvent
;
83
bool
bSummonArmy
;
84
bool
bDeathArmyDone
;
85
86
uint8
uiPhase
;
87
88
uint32
uiPlagueStrikeTimer
;
89
uint32
uiIcyTouchTimer
;
90
uint32
uiDeathRespiteTimer
;
91
uint32
uiObliterateTimer
;
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uint32
uiDesecration
;
93
uint32
uiResurrectTimer
;
94
uint32
uiDeathArmyCheckTimer
;
95
uint32
uiGhoulExplodeTimer
;
96
uint32
uiDeathBiteTimer
;
97
uint32
uiMarkedDeathTimer
;
98
99
void
Reset
()
OVERRIDE
100
{
101
RemoveSummons
();
102
me
->SetDisplayId(
me
->GetNativeDisplayId());
103
me
->ClearUnitState(
UNIT_STATE_ROOT
|
UNIT_STATE_STUNNED
);
104
105
bEventInProgress
=
false
;
106
bEvent
=
false
;
107
bSummonArmy
=
false
;
108
bDeathArmyDone
=
false
;
109
110
uiPhase
=
PHASE_UNDEAD
;
111
112
uiIcyTouchTimer
= std::rand() % 9000 + 5000;
113
uiPlagueStrikeTimer
= std::rand() % 13000 + 10000;
114
uiDeathRespiteTimer
= std::rand() % 16000 + 15000;
115
uiObliterateTimer
= std::rand() % 19000 + 17000;
116
uiDesecration
= std::rand() % 16000 + 15000;
117
uiDeathArmyCheckTimer
= 7000;
118
uiResurrectTimer
= 4000;
119
uiGhoulExplodeTimer
= 8000;
120
uiDeathBiteTimer
= std::rand() % 4000 + 2000;
121
uiMarkedDeathTimer
= std::rand() % 7000 + 5000;
122
}
123
124
void
RemoveSummons
()
125
{
126
if
(
SummonList
.empty())
127
return
;
128
129
for
(std::list<uint64>::const_iterator itr =
SummonList
.begin(); itr !=
SummonList
.end(); ++itr)
130
{
131
if
(
Creature
* temp =
Unit::GetCreature
(*
me
, *itr))
132
if
(temp)
133
temp->DisappearAndDie();
134
}
135
SummonList
.clear();
136
}
137
138
void
JustSummoned
(
Creature
* summon)
OVERRIDE
139
{
140
SummonList
.push_back(summon->GetGUID());
141
summon->AI()->AttackStart(
me
->GetVictim());
142
}
143
144
void
UpdateAI
(
uint32
uiDiff)
OVERRIDE
145
{
146
//Return since we have no target
147
if
(!
UpdateVictim
())
148
return
;
149
150
if
(
bEventInProgress
)
151
{
152
if
(
uiResurrectTimer
<= uiDiff)
153
{
154
me
->SetFullHealth();
155
DoCast
(
me
,
SPELL_BLACK_KNIGHT_RES
,
true
);
156
uiPhase
++;
157
uiResurrectTimer
= 4000;
158
bEventInProgress
=
false
;
159
me
->ClearUnitState(
UNIT_STATE_ROOT
|
UNIT_STATE_STUNNED
);
160
}
else
uiResurrectTimer
-= uiDiff;
161
}
162
163
switch
(
uiPhase
)
164
{
165
case
PHASE_UNDEAD
:
166
case
PHASE_SKELETON
:
167
{
168
if
(
uiIcyTouchTimer
<= uiDiff)
169
{
170
DoCastVictim
(
SPELL_ICY_TOUCH
);
171
uiIcyTouchTimer
= std::rand() % 7000 + 5000;
172
}
else
uiIcyTouchTimer
-= uiDiff;
173
if
(
uiPlagueStrikeTimer
<= uiDiff)
174
{
175
DoCastVictim
(
SPELL_ICY_TOUCH
);
176
uiPlagueStrikeTimer
= std::rand() % 15000 + 12000;
177
}
else
uiPlagueStrikeTimer
-= uiDiff;
178
if
(
uiObliterateTimer
<= uiDiff)
179
{
180
DoCastVictim
(
SPELL_OBLITERATE
);
181
uiObliterateTimer
= std::rand() % 19000 + 17000;
182
}
else
uiObliterateTimer
-= uiDiff;
183
switch
(
uiPhase
)
184
{
185
case
PHASE_UNDEAD
:
186
{
187
if
(
uiDeathRespiteTimer
<= uiDiff)
188
{
189
if
(
Unit
* target =
SelectTarget
(
SELECT_TARGET_RANDOM
, 0, 100,
true
))
190
{
191
if
(target && target->IsAlive())
192
DoCast
(target,
SPELL_DEATH_RESPITE
);
193
}
194
uiDeathRespiteTimer
= std::rand() % 16000 + 15000;
195
}
else
uiDeathRespiteTimer
-= uiDiff;
196
break
;
197
}
198
case
PHASE_SKELETON
:
199
{
200
if
(!
bSummonArmy
)
201
{
202
bSummonArmy
=
true
;
203
me
->AddUnitState(
UNIT_STATE_ROOT
|
UNIT_STATE_STUNNED
);
204
DoCast
(
me
,
SPELL_ARMY_DEAD
);
205
}
206
if
(!
bDeathArmyDone
)
207
{
208
if
(
uiDeathArmyCheckTimer
<= uiDiff)
209
{
210
me
->ClearUnitState(
UNIT_STATE_ROOT
|
UNIT_STATE_STUNNED
);
211
uiDeathArmyCheckTimer
= 0;
212
bDeathArmyDone
=
true
;
213
}
else
uiDeathArmyCheckTimer
-= uiDiff;
214
}
215
if
(
uiDesecration
<= uiDiff)
216
{
217
if
(
Unit
* target =
SelectTarget
(
SELECT_TARGET_RANDOM
, 0, 100,
true
))
218
{
219
if
(target && target->IsAlive())
220
DoCast
(target,
SPELL_DESECRATION
);
221
}
222
uiDesecration
= std::rand() % 16000 + 15000;
223
}
else
uiDesecration
-= uiDiff;
224
if
(
uiGhoulExplodeTimer
<= uiDiff)
225
{
226
DoCast
(
me
,
SPELL_GHOUL_EXPLODE
);
227
uiGhoulExplodeTimer
= 8000;
228
}
else
uiGhoulExplodeTimer
-= uiDiff;
229
break
;
230
}
231
break
;
232
}
233
break
;
234
}
235
case
PHASE_GHOST
:
236
{
237
if
(
uiDeathBiteTimer
<= uiDiff)
238
{
239
DoCastAOE
(
SPELL_DEATH_BITE
);
240
uiDeathBiteTimer
= std::rand() % 4000 + 2000;
241
}
else
uiDeathBiteTimer
-= uiDiff;
242
if
(
uiMarkedDeathTimer
<= uiDiff)
243
{
244
if
(
Unit
* target =
SelectTarget
(
SELECT_TARGET_RANDOM
, 0, 100,
true
))
245
{
246
if
(target && target->IsAlive())
247
DoCast
(target,
SPELL_MARKED_DEATH
);
248
}
249
uiMarkedDeathTimer
= std::rand() % 7000 + 5000;
250
}
else
uiMarkedDeathTimer
-= uiDiff;
251
break
;
252
}
253
}
254
255
if
(!
me
->HasUnitState(
UNIT_STATE_ROOT
) && !
me
->HealthBelowPct(1))
256
DoMeleeAttackIfReady
();
257
}
258
259
void
DamageTaken
(
Unit
*
/*pDoneBy*/
,
uint32
& uiDamage)
OVERRIDE
260
{
261
if
(uiDamage >
me
->GetHealth() &&
uiPhase
<=
PHASE_SKELETON
)
262
{
263
uiDamage = 0;
264
me
->SetHealth(0);
265
me
->AddUnitState(
UNIT_STATE_ROOT
|
UNIT_STATE_STUNNED
);
266
RemoveSummons
();
267
switch
(
uiPhase
)
268
{
269
case
PHASE_UNDEAD
:
270
me
->SetDisplayId(
MODEL_SKELETON
);
271
break
;
272
case
PHASE_SKELETON
:
273
me
->SetDisplayId(
MODEL_GHOST
);
274
break
;
275
}
276
bEventInProgress
=
true
;
277
}
278
}
279
280
void
JustDied
(
Unit
*
/*killer*/
)
OVERRIDE
281
{
282
DoCast
(
me
,
SPELL_KILL_CREDIT
);
283
284
if
(
instance
)
285
instance
->SetData(
BOSS_BLACK_KNIGHT
,
DONE
);
286
}
287
};
288
289
CreatureAI
*
GetAI
(
Creature
* creature)
const
OVERRIDE
290
{
291
return
new
boss_black_knightAI
(creature);
292
}
293
};
294
295
class
npc_risen_ghoul
:
public
CreatureScript
296
{
297
public
:
298
npc_risen_ghoul
() :
CreatureScript
(
"npc_risen_ghoul"
) { }
299
300
struct
npc_risen_ghoulAI
:
public
ScriptedAI
301
{
302
npc_risen_ghoulAI
(
Creature
* creature) :
ScriptedAI
(creature) { }
303
304
uint32
uiAttackTimer
;
305
306
void
Reset
()
OVERRIDE
307
{
308
uiAttackTimer
= 3500;
309
}
310
311
void
UpdateAI
(
uint32
uiDiff)
OVERRIDE
312
{
313
if
(!
UpdateVictim
())
314
return
;
315
316
if
(
uiAttackTimer
<= uiDiff)
317
{
318
if
(
Unit
* target =
SelectTarget
(
SELECT_TARGET_RANDOM
, 1, 100,
true
))
319
{
320
if
(target && target->IsAlive())
321
DoCast
(target, (
SPELL_LEAP
));
322
}
323
uiAttackTimer
= 3500;
324
}
else
uiAttackTimer
-= uiDiff;
325
326
DoMeleeAttackIfReady
();
327
}
328
};
329
330
CreatureAI
*
GetAI
(
Creature
* creature)
const
OVERRIDE
331
{
332
return
new
npc_risen_ghoulAI
(creature);
333
}
334
};
335
336
class
npc_black_knight_skeletal_gryphon
:
public
CreatureScript
337
{
338
public
:
339
npc_black_knight_skeletal_gryphon
() :
CreatureScript
(
"npc_black_knight_skeletal_gryphon"
) { }
340
341
struct
npc_black_knight_skeletal_gryphonAI
:
public
npc_escortAI
342
{
343
npc_black_knight_skeletal_gryphonAI
(
Creature
* creature) :
npc_escortAI
(creature)
344
{
345
Start
(
false
,
true
, 0, NULL);
346
}
347
348
void
WaypointReached
(
uint32
/*waypointId*/
)
OVERRIDE
{ }
349
350
void
UpdateAI
(
uint32
uiDiff)
OVERRIDE
351
{
352
npc_escortAI::UpdateAI
(uiDiff);
353
354
if
(!
UpdateVictim
())
355
return
;
356
}
357
};
358
359
CreatureAI
*
GetAI
(
Creature
* creature)
const
OVERRIDE
360
{
361
return
new
npc_black_knight_skeletal_gryphonAI
(creature);
362
}
363
};
364
365
void
AddSC_boss_black_knight
()
366
{
367
new
boss_black_knight
();
368
new
npc_risen_ghoul
();
369
new
npc_black_knight_skeletal_gryphon
();
370
}
Spells
Spells
Definition
BattlegroundIC.h:645
uint8
std::uint8_t uint8
Definition
Define.h:79
uint32
std::uint32_t uint32
Definition
Define.h:77
OVERRIDE
#define OVERRIDE
Definition
Define.h:60
DONE
@ DONE
Definition
InstanceScript.h:49
ScriptMgr.h
ScriptedCreature.h
ScriptedEscortAI.h
UNIT_STATE_ROOT
@ UNIT_STATE_ROOT
Definition
Unit.h:522
UNIT_STATE_STUNNED
@ UNIT_STATE_STUNNED
Definition
Unit.h:515
SELECT_TARGET_RANDOM
@ SELECT_TARGET_RANDOM
Definition
UnitAI.h:23
Phases
Phases
Definition
boss_anraphet.cpp:80
SPELL_MARKED_DEATH_2
@ SPELL_MARKED_DEATH_2
Definition
boss_black_knight.cpp:42
SPELL_GHOUL_EXPLODE
@ SPELL_GHOUL_EXPLODE
Definition
boss_black_knight.cpp:36
SPELL_DEATH_BITE
@ SPELL_DEATH_BITE
Definition
boss_black_knight.cpp:40
SPELL_DESECRATION
@ SPELL_DESECRATION
Definition
boss_black_knight.cpp:34
SPELL_ARMY_DEAD
@ SPELL_ARMY_DEAD
Definition
boss_black_knight.cpp:33
SPELL_PLAGUE_STRIKE_2
@ SPELL_PLAGUE_STRIKE_2
Definition
boss_black_knight.cpp:22
SPELL_KILL_CREDIT
@ SPELL_KILL_CREDIT
Definition
boss_black_knight.cpp:49
SPELL_BLACK_KNIGHT_RES
@ SPELL_BLACK_KNIGHT_RES
Definition
boss_black_knight.cpp:44
SPELL_DESECRATION_2
@ SPELL_DESECRATION_2
Definition
boss_black_knight.cpp:35
SPELL_DEATH_RESPITE
@ SPELL_DEATH_RESPITE
Definition
boss_black_knight.cpp:25
SPELL_ICY_TOUCH
@ SPELL_ICY_TOUCH
Definition
boss_black_knight.cpp:24
SPELL_MARKED_DEATH
@ SPELL_MARKED_DEATH
Definition
boss_black_knight.cpp:41
SPELL_LEAP_H
@ SPELL_LEAP_H
Definition
boss_black_knight.cpp:47
SPELL_OBLITERATE_H
@ SPELL_OBLITERATE_H
Definition
boss_black_knight.cpp:28
SPELL_LEAP
@ SPELL_LEAP
Definition
boss_black_knight.cpp:46
SPELL_DEATH_BITE_H
@ SPELL_DEATH_BITE_H
Definition
boss_black_knight.cpp:39
SPELL_DEATH_RESPITE_2
@ SPELL_DEATH_RESPITE_2
Definition
boss_black_knight.cpp:26
SPELL_ICY_TOUCH_H
@ SPELL_ICY_TOUCH_H
Definition
boss_black_knight.cpp:23
SPELL_DEATH_RESPITE_3
@ SPELL_DEATH_RESPITE_3
Definition
boss_black_knight.cpp:27
SPELL_OBLITERATE
@ SPELL_OBLITERATE
Definition
boss_black_knight.cpp:29
PHASE_UNDEAD
@ PHASE_UNDEAD
Definition
boss_black_knight.cpp:60
PHASE_SKELETON
@ PHASE_SKELETON
Definition
boss_black_knight.cpp:61
PHASE_GHOST
@ PHASE_GHOST
Definition
boss_black_knight.cpp:62
MODEL_SKELETON
@ MODEL_SKELETON
Definition
boss_black_knight.cpp:54
MODEL_GHOST
@ MODEL_GHOST
Definition
boss_black_knight.cpp:55
AddSC_boss_black_knight
void AddSC_boss_black_knight()
Definition
boss_black_knight.cpp:365
Models
Models
Definition
boss_magistrate_barthilas.cpp:26
SPELL_KILL_CREDIT
@ SPELL_KILL_CREDIT
Definition
boss_mal_ganis.cpp:28
SPELL_PLAGUE_STRIKE
@ SPELL_PLAGUE_STRIKE
Definition
chapter1.cpp:32
SPELL_ICY_TOUCH
@ SPELL_ICY_TOUCH
Definition
chapter1.cpp:31
CreatureAI
Definition
CreatureAI.h:54
CreatureAI::UpdateVictim
bool UpdateVictim()
Definition
CreatureAI.cpp:192
Creature
Definition
Creature.h:427
CreatureScript::CreatureScript
CreatureScript(const char *name)
Definition
ScriptMgr.cpp:1436
InstanceScript
Definition
InstanceScript.h:123
UnitAI::DoMeleeAttackIfReady
void DoMeleeAttackIfReady()
Definition
UnitAI.cpp:28
UnitAI::DoCast
void DoCast(uint32 spellId)
Definition
UnitAI.cpp:110
UnitAI::SelectTarget
Unit * SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition
UnitAI.cpp:66
UnitAI::DoCastVictim
void DoCastVictim(uint32 spellId, bool triggered=false)
Definition
UnitAI.cpp:168
UnitAI::DoCastAOE
void DoCastAOE(uint32 spellId, bool triggered=false)
Definition
UnitAI.cpp:176
Unit
Definition
Unit.h:1367
Unit::GetCreature
static Creature * GetCreature(WorldObject &object, uint64 guid)
Definition
Unit.cpp:4905
WorldObject::GetInstanceScript
InstanceScript * GetInstanceScript()
Definition
Object.cpp:1612
boss_black_knight
Definition
boss_black_knight.cpp:66
boss_black_knight::GetAI
CreatureAI * GetAI(Creature *creature) const OVERRIDE
Definition
boss_black_knight.cpp:289
boss_black_knight::boss_black_knight
boss_black_knight()
Definition
boss_black_knight.cpp:68
npc_black_knight_skeletal_gryphon
Definition
boss_black_knight.cpp:337
npc_black_knight_skeletal_gryphon::npc_black_knight_skeletal_gryphon
npc_black_knight_skeletal_gryphon()
Definition
boss_black_knight.cpp:339
npc_black_knight_skeletal_gryphon::GetAI
CreatureAI * GetAI(Creature *creature) const OVERRIDE
Definition
boss_black_knight.cpp:359
npc_risen_ghoul
Definition
boss_black_knight.cpp:296
npc_risen_ghoul::GetAI
CreatureAI * GetAI(Creature *creature) const OVERRIDE
Definition
boss_black_knight.cpp:330
npc_risen_ghoul::npc_risen_ghoul
npc_risen_ghoul()
Definition
boss_black_knight.cpp:298
ScriptedAI::me
Creature * me
Definition
ScriptedCreature.h:182
ScriptedAI::ScriptedAI
ScriptedAI(Creature *creature)
Definition
ScriptedCreature.cpp:85
boss_black_knight::boss_black_knightAI
Definition
boss_black_knight.cpp:71
boss_black_knight::boss_black_knightAI::uiIcyTouchTimer
uint32 uiIcyTouchTimer
Definition
boss_black_knight.cpp:89
boss_black_knight::boss_black_knightAI::SummonList
std::list< uint64 > SummonList
Definition
boss_black_knight.cpp:79
boss_black_knight::boss_black_knightAI::bSummonArmy
bool bSummonArmy
Definition
boss_black_knight.cpp:83
boss_black_knight::boss_black_knightAI::JustSummoned
void JustSummoned(Creature *summon) OVERRIDE
Definition
boss_black_knight.cpp:138
boss_black_knight::boss_black_knightAI::uiObliterateTimer
uint32 uiObliterateTimer
Definition
boss_black_knight.cpp:91
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boss_black_knight.cpp:88
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boss_black_knight.cpp:95
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Definition
boss_black_knight.cpp:72
boss_black_knight::boss_black_knightAI::Reset
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boss_black_knight.cpp:99
boss_black_knight::boss_black_knightAI::UpdateAI
void UpdateAI(uint32 uiDiff) OVERRIDE
== Triggered Actions Requested ==================
Definition
boss_black_knight.cpp:144
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Definition
boss_black_knight.cpp:84
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boss_black_knight.cpp:280
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boss_black_knight.cpp:96
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boss_black_knight.cpp:124
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boss_black_knight.cpp:77
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boss_black_knight.cpp:93
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boss_black_knight.cpp:81
boss_black_knight::boss_black_knightAI::uiMarkedDeathTimer
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boss_black_knight.cpp:97
boss_black_knight::boss_black_knightAI::bEvent
bool bEvent
Definition
boss_black_knight.cpp:82
boss_black_knight::boss_black_knightAI::uiDeathArmyCheckTimer
uint32 uiDeathArmyCheckTimer
Definition
boss_black_knight.cpp:94
npc_black_knight_skeletal_gryphon::npc_black_knight_skeletal_gryphonAI
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boss_black_knight.cpp:342
npc_black_knight_skeletal_gryphon::npc_black_knight_skeletal_gryphonAI::UpdateAI
void UpdateAI(uint32 uiDiff) OVERRIDE
== Triggered Actions Requested ==================
Definition
boss_black_knight.cpp:350
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boss_black_knight.cpp:343
npc_black_knight_skeletal_gryphon::npc_black_knight_skeletal_gryphonAI::WaypointReached
void WaypointReached(uint32) OVERRIDE
Definition
boss_black_knight.cpp:348
npc_escortAI::UpdateAI
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== Triggered Actions Requested ==================
Definition
ScriptedEscortAI.cpp:209
npc_escortAI::npc_escortAI
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Definition
ScriptedEscortAI.cpp:24
npc_escortAI::Start
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Definition
ScriptedEscortAI.cpp:420
npc_risen_ghoul::npc_risen_ghoulAI
Definition
boss_black_knight.cpp:301
npc_risen_ghoul::npc_risen_ghoulAI::uiAttackTimer
uint32 uiAttackTimer
Definition
boss_black_knight.cpp:304
npc_risen_ghoul::npc_risen_ghoulAI::npc_risen_ghoulAI
npc_risen_ghoulAI(Creature *creature)
Definition
boss_black_knight.cpp:302
npc_risen_ghoul::npc_risen_ghoulAI::UpdateAI
void UpdateAI(uint32 uiDiff) OVERRIDE
== Triggered Actions Requested ==================
Definition
boss_black_knight.cpp:311
npc_risen_ghoul::npc_risen_ghoulAI::Reset
void Reset() OVERRIDE
Definition
boss_black_knight.cpp:306
trial_of_the_champion.h
BOSS_BLACK_KNIGHT
@ BOSS_BLACK_KNIGHT
Definition
trial_of_the_champion.h:14
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