AzerothCore 3.3.5a
OpenSource WoW Emulator
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boss_talon_king_ikiss Struct Reference
Inheritance diagram for boss_talon_king_ikiss:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_talon_king_ikiss (Creature *creature)
 
void Reset () override
 
void MoveInLineOfSight (Unit *who) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *victim) override
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
 ~BossAI () override
 
bool CanRespawn () override
 
void OnSpellCast (SpellInfo const *spell) override
 
void OnChannelFinished (SpellInfo const *spell) override
 
void OnSpellFailed (SpellInfo const *spell) override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
void SummonedCreatureDespawnAll () override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void ScheduleHealthCheckEvent (uint32 healthPct, std::function< void()> exec, bool allowedWhileCasting=true)
 Executes a function once the creature reaches the defined health point percent.
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec, bool allowedWhileCasting=true)
 
void ProcessHealthCheck ()
 
void ScheduleEnrageTimer (uint32 spellId, Milliseconds timer, uint8 textId=0)
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER) override
 
void JustDied (Unit *) override
 
void JustReachedHome () override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void MovementInform (uint32, uint32) override
 
void OnPossess (bool)
 
bool IsInRoom (const Position *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoRewardPlayersInArea ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 
void DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportPlayer (Unit *unit, Position pos)
 
void DoTeleportAll (float x, float y, float z, float o)
 
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
PlayerGetPlayerAtMinimumRange (float minRange)
 
CreatureDoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
bool IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)
 
void SetEquipmentSlots (bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
 
virtual bool CheckEvadeIfOutOfCombatArea () const
 
bool IsHeroic () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
const T & DUNGEON_MODE (const T &normal5, const T &heroic10) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) const
 
PlayerSelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0ms)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
bool IsEngaged () const
 Check if creature is currently engaged in combat.
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
void JustEnteredCombat (Unit *who) override
 Called when the unit enters combat.
 
virtual void JustStartedThreateningMe (Unit *who)
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void OnSpellStart (SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (uint32)
 
virtual void WaypointPathStarted (uint32)
 == Waypoints system =============================
 
virtual void WaypointStarted (uint32, uint32)
 
virtual void WaypointReached (uint32, uint32)
 
virtual void WaypointPathEnded (uint32, uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *attacker)
 
virtual void OwnerAttacked (Unit *target)
 
void OnOwnerCombatInteraction (Unit *target)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ==================
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
 
virtual bool BeforeSpellClick (Unit *)
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false, bool checkZ=false) const
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
virtual void DistancingStarted ()
 
virtual void DistancingEnded ()
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void EvadeTimerExpired ()
 Called when evade timer expires (target unreachable for too long)
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
void AttackStartCaster (Unit *victim, float dist)
 
SpellCastResult DoAddAuraToAllHostilePlayers (uint32 spellid)
 
SpellCastResult DoCast (uint32 spellId)
 
SpellCastResult DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastSelf (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
 To specify the caster as target if the spell is self-cast.
 
SpellCastResult DoCastVictim (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastAOE (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false, bool withTank=true)
 Cast the spell on a random unit from the threat list.
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not be the current victim.
 
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spell)
 
void DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
 
virtual void SummonMovementInform (Creature *, uint32, uint32)
 Called when a summon reaches a waypoint or point movement finished.
 
virtual void sGossipHello (Player *)
 
virtual void sGossipSelect (Player *, uint32, uint32)
 
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual void sQuestAccept (Player *, Quest const *)
 
virtual void sQuestSelect (Player *, Quest const *)
 
virtual void sQuestComplete (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual void sOnGameEvent (bool, uint16)
 
virtual std::string GetDebugInfo () const
 

Private Attributes

bool _spoken
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Public Attributes inherited from BossAI
float callForHelpRange
 
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from BossAI
void _Reset ()
 
void _JustEngagedWith ()
 
void _JustDied ()
 
void _JustReachedHome ()
 
void _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
void TeleportCheaters ()
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from BossAI
SummonList summons
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
bool _isEngaged
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_talon_king_ikiss()

boss_talon_king_ikiss::boss_talon_king_ikiss ( Creature creature)
inline
48 : BossAI(creature, DATA_IKISS), _spoken(false)
49 { }
Definition ScriptedCreature.h:485
@ DATA_IKISS
Definition sethekk_halls.h:33
bool _spoken
Definition boss_talon_king_ikiss.cpp:136

Member Function Documentation

◆ JustDied()

void boss_talon_king_ikiss::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

118 {
119 _JustDied();
122 {
123 coffer->RemoveGameObjectFlag(GO_FLAG_NOT_SELECTABLE | GO_FLAG_INTERACT_COND);
124 }
125 }
@ GO_FLAG_INTERACT_COND
Definition SharedDefines.h:1611
@ GO_FLAG_NOT_SELECTABLE
Definition SharedDefines.h:1613
@ SAY_DEATH
Definition boss_talon_king_ikiss.cpp:30
InstanceScript *const instance
Definition ScriptedCreature.h:492
void _JustDied()
Definition ScriptedCreature.cpp:664
Definition GameObject.h:120
GameObject * GetGameObject(uint32 type)
Definition InstanceScript.cpp:120
Talk
Definition hyjal.cpp:82
@ DATA_GO_TALON_KING_COFFER
Definition sethekk_halls.h:44

References BossAI::_JustDied(), DATA_GO_TALON_KING_COFFER, InstanceScript::GetGameObject(), GO_FLAG_INTERACT_COND, GO_FLAG_NOT_SELECTABLE, BossAI::instance, and SAY_DEATH.

◆ JustEngagedWith()

void boss_talon_king_ikiss::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged - this happens after JustEnteredCombat.

Reimplemented from CreatureAI.

88 {
91 scheduler.Schedule(5s, [this](TaskContext context)
92 {
94 context.Repeat(7s, 12s);
95 }).Schedule(8s, [this](TaskContext context)
96 {
97 SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(SPELL_POLYMORPH);
98 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, [&](Unit* target) -> bool
99 {
100 return target && !target->IsImmunedToSpell(spellInfo) && target != me->GetThreatMgr().GetCurrentVictim();
101 }))
102 {
103 DoCast(target, SPELL_POLYMORPH);
104 }
105 context.Repeat(15s, 17500ms);
106 });
107 if (IsHeroic())
108 {
109 scheduler.Schedule(15s, 25s, [this](TaskContext context)
110 {
112 context.Repeat(15s, 30s);
113 });
114 }
115 }
#define sSpellMgr
Definition SpellMgr.h:836
@ SPELL_ARCANE_VOLLEY
Definition boss_talon_king_ikiss.cpp:42
@ SPELL_SLOW
Definition boss_talon_king_ikiss.cpp:40
@ SPELL_POLYMORPH
Definition boss_talon_king_ikiss.cpp:41
@ SAY_AGGRO
Definition boss_talon_king_ikiss.cpp:28
void _JustEngagedWith()
Definition ScriptedCreature.cpp:677
TaskScheduler scheduler
Definition CreatureAI.h:74
Definition SpellInfo.h:340
Definition TaskScheduler.h:421
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition TaskScheduler.h:493
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition TaskScheduler.h:232
Unit * GetCurrentVictim()
Definition ThreatManager.cpp:244
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:285
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:111
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:178
Definition Unit.h:664
ThreatManager & GetThreatMgr()
Definition Unit.h:951
virtual bool IsImmunedToSpell(SpellInfo const *spellInfo, Spell const *spell=nullptr)
Definition Unit.cpp:9982
bool IsHeroic() const
Definition ScriptedCreature.h:383
Creature * me
Definition ScriptedCreature.h:281

References BossAI::_JustEngagedWith(), UnitAI::DoCast(), UnitAI::DoCastAOE(), ThreatManager::GetCurrentVictim(), Unit::GetThreatMgr(), ScriptedAI::IsHeroic(), Unit::IsImmunedToSpell(), ScriptedAI::me, Random, TaskContext::Repeat(), SAY_AGGRO, TaskScheduler::Schedule(), CreatureAI::scheduler, UnitAI::SelectTarget(), SPELL_ARCANE_VOLLEY, SPELL_POLYMORPH, SPELL_SLOW, and sSpellMgr.

◆ KilledUnit()

void boss_talon_king_ikiss::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from CreatureAI.

128 {
129 if (victim->IsPlayer() && urand(0, 1))
130 {
131 Talk(SAY_SLAY);
132 }
133 }
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
@ SAY_SLAY
Definition boss_talon_king_ikiss.cpp:29
bool IsPlayer() const
Definition Object.h:201

References Object::IsPlayer(), SAY_SLAY, and urand().

◆ MoveInLineOfSight()

void boss_talon_king_ikiss::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

78 {
79 if (!_spoken && who->IsPlayer())
80 {
82 _spoken = true;
83 }
85 }
@ SAY_INTRO
Definition boss_talon_king_ikiss.cpp:27
virtual void MoveInLineOfSight(Unit *)
Definition CreatureAI.cpp:180

References _spoken, Object::IsPlayer(), CreatureAI::MoveInLineOfSight(), and SAY_INTRO.

◆ Reset()

void boss_talon_king_ikiss::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

52 {
53 _Reset();
55 ScheduleHealthCheckEvent({ 80, 50, 25 }, [&] {
58 me->AttackStop();
62 scheduler.Schedule(1s, [this](TaskContext /*context*/)
63 {
65 }).Schedule(7s, [this](TaskContext /*context*/)
66 {
69 });
70 });
71
74 });
75 }
@ REACT_PASSIVE
Definition Unit.h:566
@ REACT_AGGRESSIVE
Definition Unit.h:568
@ SPELL_BLINK
Definition boss_talon_king_ikiss.cpp:36
@ SPELL_ARCANE_BUBBLE
Definition boss_talon_king_ikiss.cpp:39
@ SPELL_MANA_SHIELD
Definition boss_talon_king_ikiss.cpp:38
@ SPELL_ARCANE_EXPLOSION
Definition boss_talon_king_ikiss.cpp:43
@ EMOTE_ARCANE_EXP
Definition boss_talon_king_ikiss.cpp:31
void ScheduleHealthCheckEvent(uint32 healthPct, std::function< void()> exec, bool allowedWhileCasting=true)
Executes a function once the creature reaches the defined health point percent.
Definition ScriptedCreature.cpp:831
void _Reset()
Definition ScriptedCreature.cpp:644
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:99
void ResetAllThreat()
Definition ThreatManager.cpp:559
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:394
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition Unit.cpp:4302
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition Unit.cpp:7436

References BossAI::_Reset(), Unit::AttackStop(), UnitAI::DoCastAOE(), UnitAI::DoCastSelf(), EMOTE_ARCANE_EXP, Unit::GetThreatMgr(), Unit::InterruptNonMeleeSpells(), ScriptedAI::me, REACT_AGGRESSIVE, REACT_PASSIVE, ThreatManager::ResetAllThreat(), TaskScheduler::Schedule(), BossAI::ScheduleHealthCheckEvent(), CreatureAI::scheduler, Creature::SetReactState(), SPELL_ARCANE_BUBBLE, SPELL_ARCANE_EXPLOSION, SPELL_BLINK, and SPELL_MANA_SHIELD.

Member Data Documentation

◆ _spoken

bool boss_talon_king_ikiss::_spoken
private

Referenced by MoveInLineOfSight().


The documentation for this struct was generated from the following file: