/* Copyright (C) 2006,2007 ScriptDev2 * 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" #define AGGRO_YELL_1 "Me be killin you mon!" #define AGGRO_YELL_2 "Some random lines" #define AGGRO_YELL_3 "Aggro 3" #define SPECIAL_YELL_1 "Now die!" CreatureAI* GetAI_test(Creature *_Creature) { SimpleAI* ai = new SimpleAI (_Creature); // ai->Aggro_Text[0] = AGGRO_YELL_1; ai->Aggro_Text[1] = AGGRO_YELL_2; ai->Aggro_Text[2] = AGGRO_YELL_3; //Flay (10% double attack) ai->Spell[0].Enabled = true; //Enabled ai->Spell[0].Spell_Id = 32732; //Flay (10% double attack) ai->Spell[0].Cooldown = -1; //Infinite duration no need to cast again ai->Spell[0].First_Cast = 1000; //Cast this 1 second after we go into combat ai->Spell[0].Cast_Target_Type = CAST_SELF; //Self //19643 //ms ai->Spell[1].Enabled = true; ai->Spell[1].Spell_Id = 19643; ai->Spell[1].Cooldown = 7000; ai->Spell[1].First_Cast = 7000; ai->Spell[1].Cast_Target_Type = CAST_HOSTILE_TARGET; //19471 // Charge ai->Spell[2].Enabled = true; ai->Spell[2].Spell_Id = 19471; ai->Spell[2].Cooldown = 10000; ai->Spell[2].First_Cast = 1000; ai->Spell[2].Cast_Target_Type = CAST_HOSTILE_RANDOM; //41472 //ARcane orb ai->Spell[3].Enabled = true; ai->Spell[3].Spell_Id = 34172; ai->Spell[3].Cooldown = 16000; ai->Spell[3].First_Cast = 16000; ai->Spell[3].Cast_Target_Type = CAST_HOSTILE_LAST_AGGRO; ai->EnterEvadeMode(); return ai; } void AddSC_test() { Script *newscript; newscript = new Script; newscript->Name="test"; newscript->GetAI = GetAI_test; m_scripts[nrscripts++] = newscript; }