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View Code? Open in Web Editor NEWLua script for Azerothcore with ElunaLUA to spawn custom phased bosses and other toys.
License: GNU Affero General Public License v3.0
Lua script for Azerothcore with ElunaLUA to spawn custom phased bosses and other toys.
License: GNU Affero General Public License v3.0
The event Battle for [eventname] has ended. See you next time!
[eventname] is always uncapitalized due to the internal event names being uncapitalized in the script. This causes messages like:
The event Battle for zangarmarsh has ended. See you next time!
to appear. Zangarmarsh should be capitalized in this message as it is a proper noun, i.e.:
The event Battle for Zangarmarsh has ended. See you next time!
The looong events for creatures currently firing every 100ms with many chained IFs are very bad practice.
It would be preferred to have a creature-related event per event/spell, which keeps self-registering.
Also, the current config/Ai code only allows for very specific scenarios. There should be more general blocks of code, which allow us to easily adjust the kind of action, similar to how SAI works in the core, just in a way smaller scope.
Currently, only a single raid can fight simultaneously. The others are locked out until the one raid fighting is done.
It would be possible to make use of more phases than just 2, to allow more raids fighting at once. Ideally, the party would be sent and locked to phase 2 while raids make use of the remaining phases.
Corpses must be moved back to phase 1 as well.
(Gonna work on it asap).
There should be a config flag to allow any kind of scripts for the spawned enemy and not force the Lua scripts on them. That way it would be possible to add a custom NPC with SQL and a dedicated Lua, SAI, or .cpp boss script.
Note that this seems arguably impossible with the current Eluna module. The Lua logic can not request creature events like start combat or OnDeath without wiping SAI. And a C++ script applied to a creature will stop the Eluna AI from working.
Eluna is designed in a way that forces one AI exclusively.
The configuration of an encounter should allow for GOs to be added.
The global locker currently only checks the OnHello event. It must be extended to the OnGossipSelect to prevent multiple simultaneous starts.
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