Zich / oregoncore

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PvE #44

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
By Anonymous (24 February 2010 - automatically ported issue):

Hallo,
SSC:
The Lurker Below ist nicht angelbar. Man kann sich vorher also nicht aufstellen.
Man wird auch unter wasser vom Schwal getroffen.
Man kann durch das wasser schwimmen normal muesste es kochen und man bekommt 
halt schaden.
ZA:
Akil'zon der Schaden von der Stattischen Stoerung macht zuviel schaden.
Jan alai die Voegel fliegen am steg lang. Normal fliegen die nur auf dme Steg.
Die Wellen vor  Akilzon funktionieren nicht.
Kara:
Theater funktioniert nicht.
Nighbane macht nichts
Nethersplite ebenso nicht.
Schachevent geht nicht.
MFG

Original issue reported on code.google.com by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By niyo:
please post the bugs in english, i try to translate^^
SSC: You can't "fish the lurker below" he is just spawned there
You can swim through the water, normally it should make damage.
ZA: Akil'zon the damage from Static Disruption ( 
http://www.wowhead.com/?spell=44008 ) is too high
ZA: Jan alai the birds fly next to the bridge, normally they should fly on it.
ZA: Akilzon, the waves don't work
Kara: theater doesn't work
Kara: Nightbane does nothing.
Kara: Netherspite does nothing. But it is fixed now.
Kara: Chessevent does not work.

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
The water in SSC does damage but only if you start the lurker encounter.
ZA: Janalai's birds only fly next to bridge because movemaps are still in 
devolepment. So path generation doesn't work
For the waves before Akil'zon I'll maybe can post a script. On my server they 
work :)
What does not work at theater? The encounters or the pre event?

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
Yes pls post the script for the waves befor akil'zon.
At theater i can't talk with the npc who start the event.

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By lovelol:
working fine for me, you have to kill the first 3 bosses first

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
Hey,
Also in kara i have kill the first 3 bosses and talk with the Theater Event Npc 
but nothing happend he runed on the stage and go back so he said nothing and 
don't spawn anything.
The "schwal" from the lurker makes no dmg. Normaly you can go under the water 
and the schwal don't make dmg at you.

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
Well i have many fixxes that I write for my own and i thing to post theme here 
would be a bit to much . 
One option would be that i upload the files i modified and a dev merge them 
with actual repo
Second would be that some of the devs contact me in MSN ICQ or somewhere else 
and i tell him what to merge ;) (Would prefer German Dev; If Avoid can do this, 
I already have got him in ICQ)
But I can say what I had fixxed:
- Outlook of the Amanishi is running to his drums and call for help (on the way 
to Jan'Alai)
- Amanishi Tempest summons his Adds (unfortunatley the hawks are flying through 
the walls.. wanna have MoveMaps :-X)
- Little fix that Akil'zon sets his wheather to fine whene he dies caus 
otherwhise it rains all the time if he dies in his storm phase
- Try to fix Zul'jins vortex => 3rd phase, dmg if you cast a spell and correct 
knock back. 
- Didn't fixed but no big deal => Improve SelectTarget function because 
unfortunately sometimes dead players still are in thread list cO
- Scripted Start event for Zul'Aman, talk to Harrison Jones hit the gong and so 
on.
- For DB I modified Time Loot because otherwhise sometimes timereward chests 
were empty =/
- Dunno if it's still buggy but some revesion before Nalorak casted mangle on 
himself did fix this too
In Karazhan i fixxed WP-Events for Barnes, added spawning of the right 
gameobjects for each event on the stage.
Fixxed the opening of the Doors and the curtain
Then some spell issues like the spotlight of the spectral spectrators or how 
they are called, dunno
At last some fixxes for aran und a little one for attumen (he charges totems ;))

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
It were very n1 if you uplaud the scripts...

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
But the most bug i think is the alar bug that the server crashes i hope someone 
can give me some fixes for this.
The Bug:
After he was dying normaly he respawn if he respawn the server crashs.
More Infos:
http://bitbucket.org/oregon/oregoncore/issue/43/alar

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
Would be great if you upload those scripts for Kara

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
http://filebeam.com/aa6e12a5e548b7a121aafec0c76f6cee well here you can download 
the karazhan scripts

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
Huhu,
Ok can some one give me an The lurker below script where it is like offi?
So that you can fish him etc.

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
Thank you for the kara scripts. But can you also upload the za scripts?^^

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
http://filebeam.com/10e5104efb812beeae445fbb371b9ae4 here they are ;)
But you have to register some scripts in Scriptloader and for the Vortex you 
need a little script in SpellEffect.cpp

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
Ehm sorry i am a nwbe at this xD sorry and by the Kara scripts are a lot of 
fails when i compiled this >.<

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By lovelol:
you can send me your fixes via pm, im gonna check them soon and push them to 
the repo if they r correct.

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
As i had written before you cant just past these files into your source.. have 
to merge them by you own.
@levelol
will send you some fixxes via pm in the next days

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
include "GridNotifiers.h"
include "escort_ai.h"

Can you give me this thinks?

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
instance_zulaman.cpp
..\scripts\zone\zulaman\instance_zulaman.cpp(294) : error C2065: 
'DATA_MAIN_DOOR_EVENT': nichtdeklarierter Bezeichner
..\scripts\zone\zulaman\instance_zulaman.cpp(294) : error C2051: case-Ausdruck 
ist keine Konstante
..\scripts\zone\zulaman\instance_zulaman.cpp(302) : error C2065: 
'EVENT_AKILZON': nichtdeklarierter Bezeichner
..\scripts\zone\zulaman\instance_zulaman.cpp(302) : error C2051: case-Ausdruck 
ist keine Konstante
..\scripts\zone\zulaman\instance_zulaman.cpp(307) : error C2065: 
'DATA_MAIN_DOOR_EVENT': nichtdeklarierter Bezeichner
..\scripts\zone\zulaman\instance_zulaman.cpp(307) : error C2065: 
'EVENT_AKILZON': nichtdeklarierter Bezeichner
..\scripts\zone\zulaman\instance_zulaman.cpp(333) : error C2065: 
'DATA_MAIN_DOOR_EVENT': nichtdeklarierter Bezeichner
..\scripts\zone\zulaman\instance_zulaman.cpp(333) : error C2051: case-Ausdruck 
ist keine Konstante
..\scripts\zone\zulaman\instance_zulaman.cpp(334) : error C2065: 
'EVENT_AKILZON': nichtdeklarierter Bezeichner
..\scripts\zone\zulaman\instance_zulaman.cpp(334) : error C2051: case-Ausdruck 
ist keine Konstante
..\scripts\zone\zulaman\instance_zulaman.cpp(343) : error C2065: 
'DATA_MAIN_DOOR': nichtdeklarierter Bezeichner
..\scripts\zone\zulaman\instance_zulaman.cpp(343) : error C2051: case-Ausdruck 
ist keine Konstante
..\scripts\zone\zulaman\instance_zulaman.cpp(344) : error C2065: 'DATA_GONG': 
nichtdeklarierter Bezeichner
..\scripts\zone\zulaman\instance_zulaman.cpp(344) : error C2051: case-Ausdruck 
ist keine Konstante
..\scripts\zone\zulaman\instance_zulaman.cpp(345) : error C2065: 
'DATA_HARRISON': nichtdeklarierter Bezeichner
..\scripts\zone\zulaman\instance_zulaman.cpp(345) : error C2051: case-Ausdruck 
ist keine Konstante
..\scripts\zone\zulaman\instance_zulaman.cpp(346) : error C2065: 
'EVENT_AKILZON': nichtdeklarierter Bezeichner
..\scripts\zone\zulaman\instance_zulaman.cpp(346) : error C2051: case-Ausdruck 
ist keine Konstante
..\scripts\zone\zulaman\instance_zulaman.cpp(347) : warning C4060: 
switch-Anweisung enthaelt weder 'case'- noch 'default'-Marken
..\scripts\zone\zulaman\instance_zulaman.cpp(375) : error C2065: 
'DATA_MAIN_DOOR_EVENT': nichtdeklarierter Bezeichner
..\scripts\zone\zulaman\instance_zulaman.cpp(380) : error C2065: 
'DATA_MAIN_DOOR_EVENT': nichtdeklarierter Bezeichner
Event_Akilzon.cpp
.\Event_Akilzon.cpp(5) : fatal error C1083: Datei (Include) kann nicht 
geoeffnet werden: "def_zulaman.h": No such file or directory
boss_akilzon.cpp
..\scripts\zone\zulaman\boss_akilzon.cpp(246) : error C3861: 
"CheckForZoneInCombat": Bezeichner wurde nicht gefunden.
boss_alar.cpp
..\scripts\zone\tempest_keep\the_eye\boss_alar.cpp(24) : warning C4627: 
"#include "ScriptedPch.h"": Wird bei der Suche nach Verwendung des 
vorkompilierten Headers uebersprungen.
        "precompiled.h" Direktive hinzufuegen oder vorkompilierten Header erneut erstellen
..\scripts\zone\tempest_keep\the_eye\boss_alar.cpp(25) : warning C4627: 
"#include "the_eye.h"": Wird bei der Suche nach Verwendung des vorkompilierten 
Headers uebersprungen.
        "precompiled.h" Direktive hinzufuegen oder vorkompilierten Header erneut erstellen
..\scripts\zone\tempest_keep\the_eye\boss_alar.cpp(523) : fatal error C1010: 
Unerwartetes Dateiende waehrend der Suche nach dem vorkompilierten Header. 
Haben Sie moeglicherweise vergessen, im Quellcode "#include "precompiled.h"" 
einzufuegen?
karazhan.cpp
..\scripts\zone\zulaman\zulaman.cpp(231) : error C2065: 'DATA_MAIN_DOOR_EVENT': 
nichtdeklarierter Bezeichner
..\scripts\zone\karazhan\karazhan.cpp(718) : error C3861: "IsTank": Bezeichner 
wurde nicht gefunden.
..\scripts\zone\zulaman\zulaman.cpp(245) : error C2065: 'DATA_GONG': 
nichtdeklarierter Bezeichner
..\scripts\zone\zulaman\zulaman.cpp(256) : error C2065: 'DATA_GONG': 
nichtdeklarierter Bezeichner
..\scripts\zone\zulaman\zulaman.cpp(270) : error C2065: 'DATA_MAIN_DOOR_EVENT': 
nichtdeklarierter Bezeichner
..\scripts\zone\zulaman\zulaman.cpp(271) : error C2065: 'DATA_MAIN_DOOR': 
nichtdeklarierter Bezeichner
..\scripts\zone\zulaman\zulaman.cpp(301) : error C2065: 'DATA_MAIN_DOOR_EVENT': 
nichtdeklarierter Bezeichner
bosses_opera.cpp
..\scripts\zone\zulaman\zulaman.cpp(377) : error C2065: 'DATA_MAIN_DOOR_EVENT': 
nichtdeklarierter Bezeichner
..\scripts\zone\zulaman\zulaman.cpp(391) : error C2065: 'DATA_MAIN_DOOR_EVENT': 
nichtdeklarierter Bezeichner
..\scripts\zone\zulaman\zulaman.cpp(404) : error C2065: 'DATA_HARRISON': 
nichtdeklarierter Bezeichner
..\scripts\zone\zulaman\zulaman.cpp(404) : error C2227: Links von "->AI" muss 
sich ein Zeiger auf Klassen-/Struktur-/Union-/generischen Typ befinden.
..\scripts\zone\zulaman\zulaman.cpp(404) : error C2227: Links von 
"->PlayerIsInList" muss sich ein Zeiger auf 
Klassen-/Struktur-/Union-/generischen Typ befinden.
..\scripts\zone\karazhan\bosses_opera.cpp(181) : error C3861: 
"CheckForZoneInCombat": Bezeichner wurde nicht gefunden.
..\scripts\zone\zulaman\zulaman.cpp(407) : error C2065: 'DATA_HARRISON': 
nichtdeklarierter Bezeichner
..\scripts\zone\zulaman\zulaman.cpp(407) : error C2227: Links von "->AI" muss 
sich ein Zeiger auf Klassen-/Struktur-/Union-/generischen Typ befinden.
..\scripts\zone\zulaman\zulaman.cpp(407) : error C2227: Links von "->AddPlayer" 
muss sich ein Zeiger auf Klassen-/Struktur-/Union-/generischen Typ befinden.
boss_shade_of_aran.cpp
..\scripts\zone\karazhan\bosses_opera.cpp(526) : error C3861: 
"CheckForZoneInCombat": Bezeichner wurde nicht gefunden.
..\scripts\zone\karazhan\bosses_opera.cpp(597) : error C3861: 
"CheckForZoneInCombat": Bezeichner wurde nicht gefunden.
..\scripts\zone\karazhan\bosses_opera.cpp(790) : error C3861: 
"CheckForZoneInCombat": Bezeichner wurde nicht gefunden.
..\scripts\zone\karazhan\bosses_opera.cpp(1248) : error C3861: 
"CheckForZoneInCombat": Bezeichner wurde nicht gefunden.
..\scripts\zone\karazhan\bosses_opera.cpp(1306) : error C3861: 
"CheckForZoneInCombat": Bezeichner wurde nicht gefunden.
boss_nightbane.cpp
..\scripts\zone\karazhan\boss_nightbane.cpp(332) : error C3861: 
"CheckForZoneInCombat": Bezeichner wurde nicht gefunden.
boss_midnight.cpp
..\scripts\zone\karazhan\boss_midnight.cpp(78) : error C3861: 
"CheckForZoneInCombat": Bezeichner wurde nicht gefunden.
..\scripts\zone\karazhan\boss_shade_of_aran.cpp(239) : error C3861: 
"CheckForZoneInCombat": Bezeichner wurde nicht gefunden.
So that's are a lot of fails.. >.<

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
Argh I forgot to upload some files ;) 
CheckForZoneInCombat is a function that i added to all bosses in Karazhan and 
Za which sets whole zone in combat every 5 seconds to prevent out fight bug 
when a player got rezzed in a bossfight.
And most of the other bugs are your fault , you forgot to replace def_Zulaman i 
think. 
http://filebeam.com/a6b1387b228037432fe603ba3f44d514 here are the 
sc_creature.cpp files. 
If you don't wanna replace them just remove the CheckForZoneInCombat() function 
it's unnessesary.

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
Hey so where must this scripts come in?
TrinityScrips-Scripts-Zone-Zulaman- and there the script or where must it come 
in?
Deutsch:
Wo muss das den jetzt hin wenn ich Microsoft Visual Stuidio solution oeffne 
dann unter:
TrinityScrips-Scripts-Zone-Zulaman- oder wo?
Bin wie gesagt anfaenger xD

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
Well better you just wait some days till devs apply some patches to repo ;)

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
Yes but i think it will be taken a long time so i need this ;)

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
sc_Creature files into the Include folder of the Script Project
Za Script in the Zul'Aman folder in Zones
and Karzhan script in the Karazhan folder in Zones ;)

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
So i know that with kara and za but i hadnsst know where sc_Creature files must 
come in so thank you ;)

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
sc_creature.h(161) : fatal error C1070: Fehlende Zuordnung von #if und #endif 
in Datei
:P

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By oregon:
i will take a look at the scripts and try to merge them into the core. ;)

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
I hope someon can help me with this bug:
sc_creature.h(161) : fatal error C1070: Fehlende Zuordnung von #if und #endif

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
ifndef SC_CREATURE_H
define SC_CREATURE_H

include "Creature.h"
include "CreatureAI.h"
include "CreatureAIImpl.h"
include "InstanceData.h"

define SCRIPT_CAST_TYPE dynamic_cast
#define SCRIPT_CAST_TYPE static_cast

define CAST_PLR(a)     (SCRIPT_CAST_TYPE<Player*>(a))
define CAST_CRE(a)     (SCRIPT_CAST_TYPE<Creature*>(a))
define CAST_SUM(a)     (SCRIPT_CAST_TYPE<TempSummon*>(a))
define CAST_PET(a)     (SCRIPT_CAST_TYPE<Pet*>(a))
define CAST_AI(a,b)    (SCRIPT_CAST_TYPE<a*>(b))

define GET_SPELL(a)    
(const_cast<SpellEntry*>(GetSpellStore()->LookupEntry(a)))

class ScriptedInstance;
class SummonList : public std::list<uint64>
{
    public:
        explicit SummonList(Creature* creature) : m_creature(creature) {}
        void Summon(Creature *summon) { push_back(summon->GetGUID()); }
        void Despawn(Creature *summon) { remove(summon->GetGUID()); }
        void DespawnEntry(uint32 entry);
        void DespawnAll();
        void DoAction(uint32 entry, uint32 info);
        void DoZoneInCombat(uint32 entry = 0);
    private:
        Creature *m_creature;
};
Get a single creature of given entry
Unit* FindCreature(uint32 entry, float range, Unit* Finder);
Get a single gameobject of given entry
GameObject* FindGameObject(uint32 entry, float range, Unit* Finder);
struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
{
    explicit ScriptedAI(Creature* pCreature);
    ScriptedAI() {}
    ***
    CreatureAI Functions
    ***
    void AttackStartNoMove(Unit *target);
    void AttackStart(Unit *);
    void AttackStart(Unit *, bool melee);
     Called at any Damage from any attacker (before damage apply)
    void DamageTaken(Unit* pDone_by, uint32& uiDamage) {}
    Called at World update tick
    void UpdateAI(const uint32);
    Called at creature death
    void JustDied(Unit* who){}
    Check if Player has Aggro of a Mob
    bool IsTank(Player *);
    Called at creature killing another unit
    void KilledUnit(Unit* who){}
     Called when the creature summon successfully other creature
    void JustSummoned(Creature* ) {}
     Called when a summoned creature is despawned
    void SummonedCreatureDespawn(Creature*) {}
     Called when hit by a spell
    void SpellHit(Unit* caster, const SpellEntry *spell) {}
     Called when spell hits a target
    void SpellHitTarget(Unit* target, const SpellEntry *spell) {}
    Called at waypoint reached or PointMovement end
    void MovementInform(uint32 type, uint32 id){}
     Called when AI is temporarily replaced or put back when possess is applied or removed
    void OnPossess(bool apply) {}
    ***
     Variables
    ***
    Pointer to creature we are manipulating
    Creature* m_creature;
    ZoneCombat System
    uint32 m_SetCombatTimer;
    uint32 m_SetCombatIntervall;
    void CheckForZoneInCombat(const uint32);
    For fleeing
    bool IsFleeing;
    bool HeroicMode;
    ***
    Pure virtual functions
    ***
    Called at creature reset either by death or evade
    void Reset() {}
    Called at creature aggro either by MoveInLOS or Attack Start
    void EnterCombat(Unit* who) {}
    ***
    AI Helper Functions
    ***
    Start movement toward victim
    void DoStartMovement(Unit* pVictim, float fDistance = 0, float fAngle = 0);
    Start no movement on victim
    void DoStartNoMovement(Unit* pVictim);
    Stop attack of current victim
    void DoStopAttack();
    Cast spell by spell info
    void DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered = false);
    Creature say
    void DoSay(const char* text, uint32 language, Unit* target, bool SayEmote = false);
    Creature Yell
    void DoYell(const char* text, uint32 language, Unit* target);
    Creature Text emote, optional bool for boss emote text
    void DoTextEmote(const char* text, Unit* target, bool IsBossEmote = false);
    Creature whisper, optional bool for boss whisper
    void DoWhisper(const char* text, Unit* reciever, bool IsBossWhisper = false);
    Plays a sound to all nearby players
    void DoPlaySoundToSet(WorldObject* pSource, uint32 sound);
    Drops all threat to 0%. Does not remove players from the threat list
    void DoResetThreat();
    float DoGetThreat(Unit* u);
    void DoModifyThreatPercent(Unit* pUnit, int32 pct);
    void DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime = 0);
    void DoTeleportTo(const float pos[4]);
    void DoAction(const int32 param) {}
    Teleports a player without dropping threat (only teleports to same map)
    void DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO);
    void DoTeleportAll(float fX, float fY, float fZ, float fO);
    Returns friendly unit with the most amount of hp missing from max hp
    Unit* DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff = 1);
    Returns a list of friendly CC'd units within range
    std::list<Creature*> DoFindFriendlyCC(float fRange);
    Returns a list of all friendly units missing a specific buff within range
    std::list<Creature*> DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellId);
    Return a player with at least minimumRange from m_creature
    Player* GetPlayerAtMinimumRange(float fMinimumRange);
    Spawns a creature relative to m_creature
    Creature* DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime);
    Selects a unit from the creature's current aggro list
    Unit* SelectUnit(SelectAggroTarget target, uint32 uiPosition);
    Unit* SelectUnit(SelectAggroTarget target, uint32 position, float dist, bool playerOnly);
    void SelectUnitList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget target, float dist, bool playerOnly);
    bool HealthBelowPct(uint32 pct) const { return me->GetHealth() * 100 < m_creature->GetMaxHealth() * pct; }
    Returns spells that meet the specified criteria from the creatures spell list
    SpellEntry const* SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTargetType Targets,  uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effect);
    Checks if you can cast the specified spell
    bool CanCast(Unit* pTarget, SpellEntry const* pSpell, bool bTriggered = false);
    void SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand = EQUIP_NO_CHANGE, int32 uiOffHand = EQUIP_NO_CHANGE, int32 uiRanged = EQUIP_NO_CHANGE);
    Generally used to control if MoveChase() is to be used or not in AttackStart(). Some creatures does not chase victims
    void SetCombatMovement(bool CombatMove);
    bool IsCombatMovement() { return m_bCombatMovement; }
    bool EnterEvadeIfOutOfCombatArea(const uint32 uiDiff);
    private:
        bool m_bCombatMovement;
        uint32 m_uiEvadeCheckCooldown;
};
struct TRINITY_DLL_DECL Scripted_NoMovementAI : public ScriptedAI
{
    Scripted_NoMovementAI(Creature* creature) : ScriptedAI(creature) {}
    Called at each attack of m_creature by any victim
    void AttackStart(Unit* who);
};
 SD2's grid searchers
return closest creature alive in grid, with range from pSource
Creature* GetClosestCreatureWithEntry(WorldObject* pSource, uint32 Entry, float 
MaxSearchRange);
endif

I hope someon can help me with this bug: sc_creature.h(161) : fatal error 
C1070: Fehlende Zuordnung von #if und #endif

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By oregon:
sc_creature.h is from TC2, it doesnt exist in Oregon

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
So he has sent it so to me that's because ive got the questsion

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By oregon:
avoid can talk to you (in german) and that way it should be possible to add the 
scripts to the repo. For the moment avoid is unavailable, so we will have to 
wait untill he is back with us. If you have stuff that you want to post you can 
always use the forums www.oregoncore.com, things can be talked about there and 
its way easier to get help then to post in the bug tracker ;)

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
Huhu,
one last question pleasy can you give me this script: escort_ai.h

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By oregon:
oops, i was wrong, sc_creature.h does exists in OregonScript, it can be found 
in the include directory.
I will download the scripts that are posted here and take a look at them. If 
anyone has scripts that need to be added please pm them to me or wait untill 
the scriptsystem is modified.

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By oregon:
escort_ai.h can be found in the oregonscript, it is implemented and has been 
like that all the time. (scripts/npc)

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
Ok thanks you ;)

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago
By Anonymous:
Huhu,
I testet this things but know i have a problem ive got the tdb.0.02 and the 
scritps are in the core but o think i must change the objects and npc's right? 
Because harrison jones cant talk too me etc. i hope you can upload a sql file 
with all updates.. And i hope you can give mit the id from the door in zul aman 
(entry by the clock)

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 3:06

GoogleCodeExporter commented 8 years ago

Original comment by stfxm...@gmail.com on 30 Dec 2010 at 5:34