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    Oregoncore "Ambassador Hellmaw" Banished Bug! WILL PAY IF NEEDED!

    Anyone please know how to fix the banish bug? it never comes out of banish state! PM ME with fix please

    /* * Copyright (C) 2010-2012 OregonCore <http://www.oregoncore.com/>
    * Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
    * Copyright (C) 2006-2012 ScriptDev2 <http://www.scriptdev2.com/>
    *
    * 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, see <http://www.gnu.org/licenses/>.
    */


    /* ScriptData
    SDName: Boss_Ambassador_Hellmaw
    SD%Complete: 75
    SDComment: Waypoints after Intro not implemented. Enrage spell missing/not known
    SDCategory: Auchindoun, Shadow Labyrinth
    EndScriptData */


    #include "ScriptPCH.h"
    #include "shadow_labyrinth.h"


    #define SAY_INTRO -1555000


    #define SAY_AGGRO1 -1555001
    #define SAY_AGGRO2 -1555002
    #define SAY_AGGRO3 -1555003


    #define SAY_HELP -1555004


    #define SAY_SLAY1 -1555005
    #define SAY_SLAY2 -1555006


    #define SAY_DEATH -1555007


    #define SPELL_BANISH 30231
    #define SPELL_CORROSIVE_ACID 23313
    #define SPELL_FEAR 33547
    #define SPELL_ENRAGE 0 //need to find proper spell


    struct boss_ambassador_hellmawAI : public ScriptedAI
    {
    boss_ambassador_hellmawAI(Creature *c) : ScriptedAI(c)
    {
    pInstance = c->GetInstanceData();
    HeroicMode = me->GetMap()->IsHeroic();
    }


    ScriptedInstance* pInstance;
    bool HeroicMode;


    uint32 EventCheck_Timer;
    uint32 CorrosiveAcid_Timer;
    uint32 Fear_Timer;
    uint32 Enrage_Timer;
    bool Intro;
    bool IsBanished;


    void Reset()
    {
    EventCheck_Timer = 5000;
    CorrosiveAcid_Timer = 25000;
    Fear_Timer = 40000;
    Enrage_Timer = 180000;
    Intro = false;
    IsBanished = false;


    if (pInstance)
    {
    if (pInstance->GetData(TYPE_HELLMAW) == NOT_STARTED)
    {
    DoCast(me,SPELL_BANISH);
    IsBanished = true;
    }
    else pInstance->SetData(TYPE_HELLMAW,FAIL);
    if (pInstance->GetData(TYPE_OVERSEER) == DONE)
    {
    if (me->HasAura(SPELL_BANISH,0))
    me->RemoveAurasDueToSpell(SPELL_BANISH);
    Intro = true;
    }
    }
    }


    void MoveInLineOfSight(Unit *who)
    {
    if (me->HasAura(SPELL_BANISH,0))
    return;


    ScriptedAI::MoveInLineOfSight(who);
    }


    void MovementInform(uint32 type, uint32 id)
    {
    if (type != POINT_MOTION_TYPE)
    return;
    }


    void DoIntro()
    {
    DoScriptText(SAY_INTRO, me);


    if (me->HasAura(SPELL_BANISH,0))
    me->RemoveAurasDueToSpell(SPELL_BANISH);


    IsBanished = false;
    Intro = true;


    if (pInstance)
    pInstance->SetData(TYPE_HELLMAW, IN_PROGRESS);
    }


    void EnterCombat(Unit *who)
    {
    switch(rand()%3)
    {
    case 0: DoScriptText(SAY_AGGRO1, me); break;
    case 1: DoScriptText(SAY_AGGRO2, me); break;
    case 2: DoScriptText(SAY_AGGRO3, me); break;
    }
    }


    void KilledUnit(Unit *victim)
    {
    switch(rand()%2)
    {
    case 0: DoScriptText(SAY_SLAY1, me); break;
    case 1: DoScriptText(SAY_SLAY2, me); break;
    }
    }


    void JustDied(Unit *victim)
    {
    DoScriptText(SAY_DEATH, me);


    if (pInstance)
    pInstance->SetData(TYPE_HELLMAW, DONE);
    }


    void UpdateAI(const uint32 diff)
    {
    if (!Intro)
    {
    if (EventCheck_Timer <= diff)
    {
    if (pInstance)
    {
    if (pInstance->GetData(TYPE_OVERSEER) == DONE)
    DoIntro();
    }
    EventCheck_Timer = 5000;
    } else EventCheck_Timer -= diff;
    }


    if (!me->isInCombat() && !IsBanished)
    {
    //this is where we add MovePoint()
    //DoWhine("I haz no mount!", LANG_UNIVERSAL, NULL);
    }


    if (!UpdateVictim())
    return;


    if (me->HasAura(SPELL_BANISH, 0))
    {
    EnterEvadeMode();
    return;
    }


    if (CorrosiveAcid_Timer <= diff)
    {
    DoCast(me,SPELL_CORROSIVE_ACID);
    CorrosiveAcid_Timer = 25000;
    } else CorrosiveAcid_Timer -= diff;


    if (Fear_Timer <= diff)
    {
    DoCast(me,SPELL_FEAR);
    Fear_Timer = 35000;
    } else Fear_Timer -= diff;


    /*if (HeroicMode)
    {
    if (Enrage_Timer <= diff)
    {
    DoCast(me,SPELL_ENRAGE);
    } else Enrage_Timer -= diff;
    }*/


    DoMeleeAttackIfReady();
    }
    };
    CreatureAI* GetAI_boss_ambassador_hellmaw(Creature* pCreature)
    {
    return new boss_ambassador_hellmawAI (pCreature);
    }


    void AddSC_boss_ambassador_hellmaw()
    {
    Script *newscript;
    newscript = new Script;
    newscript->Name = "boss_ambassador_hellmaw";
    newscript->GetAI = &GetAI_boss_ambassador_hellmaw;
    newscript->RegisterSelf();
    }

    Thank you

    Oregoncore &quot;Ambassador Hellmaw&quot; Banished Bug! WILL PAY IF NEEDED!

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