116 std::vector<Creature*> skeletons;
118 for (
Creature* skeleton : skeletons)
335 if (
Unit* summoner = summon->GetSummonerUnit())
355 if (Creature* keleseth = ObjectAccessor::GetCreature(*me, _instance->GetGuidData(DATA_PRINCE_KELESETH)))
356 keleseth->AI()->SetData(DATA_ON_THE_ROCKS, false);
357 me->InterruptNonMeleeSpells(false);
361 me->SetUninteractible(true);
365 me->DespawnOrUnsummon();
412 if (caster->IsAlive())
414 creature->DespawnOrUnsummon(1s);
bool roll_chance(float chance, PseudoRandomDistributionState &state)
#define RegisterSpellScript(spell_script)
void GetCreatureListWithEntryInGrid(Container &container, WorldObject *source, uint32 entry, float maxSearchRange)
@ AURA_EFFECT_HANDLE_REAL
@ SPELL_AURA_PERIODIC_DUMMY
#define AuraEffectPeriodicFn(F, I, N)
#define AuraEffectRemoveFn(F, I, N, M)
void AddSC_boss_keleseth()
@ SPELL_FROST_TOMB_CHANNEL
@ SPELL_FROST_TOMB_SUMMON
uint32 GetTickNumber() const
AuraApplication const * GetTargetApplication() const
HookList< EffectApplyHandler > AfterEffectRemove
HookList< EffectPeriodicHandler > OnEffectPeriodic
void JustEngagedWith(Unit *who) override
virtual void EnterEvadeMode(EvadeReason why=EvadeReason::Other)
void SetCanMelee(bool canMelee, bool fleeFromMelee=false)
void CallForHelp(float fRadius)
void SetReactState(ReactStates st)
void SetCorpseDelay(uint32 delay, bool ignoreCorpseDecayRatio=false)
void Repeat(Milliseconds time)
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
static bool ValidateSpellInfo(std::initializer_list< uint32 > spellIds)
TaskScheduler::repeated_t GetRepeatCounter() const
Returns the repeat counter which increases every time the task is repeated.
TaskScheduler & Schedule(duration_t time, task_handler_t task)
TaskScheduler & Update()
Update the scheduler to the current time.
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)
virtual uint32 GetData(uint32 id) const
SpellCastResult DoCast(uint32 spellId)
void SetStandState(UnitStandStateType state, uint32 animKitID=0)
TempSummon * ToTempSummon()
void SetUninteractible(bool apply)
bool HasUnitState(const uint32 f) const
bool IsUninteractible() const
void KillSelf(bool durabilityLoss=true, bool skipSettingDeathState=false)
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
void SummonCreatureGroup(uint8 group, std::list< TempSummon * > *list=nullptr)
bool OnCheck(Player *, Unit *target) override
achievement_on_the_rocks()
void AfterRemove(AuraEffect const *, AuraEffectHandleModes)
void OnPeriodic(AuraEffect const *aurEff)
bool Validate(SpellInfo const *) override
void UpdateAI(uint32 diff) override
void JustSummoned(Creature *) override
void KilledUnit(Unit *) override
void SetData(uint32 data, uint32 value) override
void EnterEvadeMode(EvadeReason why) override
void JustEngagedWith(Unit *who) override
uint32 GetData(uint32 data) const override
void JustDied(Unit *) override
boss_keleseth(Creature *creature)
InstanceScript * _instance
void JustAppeared() override
void DamageTaken(Unit *, uint32 &damage, DamageEffectType, SpellInfo const *) override
void UpdateAI(uint32 diff) override
void InitializeAI() override
npc_frost_tomb(Creature *creature)
void JustEngagedWith(Unit *) override
void DamageTaken(Unit *attacker, uint32 &damage, DamageEffectType, SpellInfo const *) override
void JustAppeared() override
void InitializeAI() override
void UpdateAI(uint32 diff) override
void DoAction(int32 action) override
npc_vrykul_skeleton(Creature *creature)
#define RegisterUtgardeKeepCreatureAI(ai_name)