So, I wanna fix some bugs on NPC summoned by the player.
I need that the player, use some object, that object summons a NPC (you know, that kind of 'Minion of player'/'Guardian of player')
This part works like it should.
Now, I want that summoned NPC (i don't know if 'summoned' its the word i should use) cast a spell on the player who summoned it.
I tried several things, which didn't work at all.
First, I wrote a script and attached to the creature_template in 'ScriptName'. Did not work. (I've done some scripting on creatures that worked, but never summoned creatures).
This is my script
Second, I tryed modifying the smart_scripts table, (erasing the ScriptName field) and with this link help, make the NPC do its work.Code:#include "ScriptPCH.h" enum Spells { SPELL_HEALTH = 139 }; class summoned_creature : public CreatureScript { public: summoned_creature() : CreatureScript("summoned_creature") { } struct summoned_creatureAI : public CreatureAI { summoned_creatureAI(Creature* creature) : CreatureAI(creature) { } void EnterCombat(Unit* /*who*/) override { } void KilledUnit(Unit * /*victim*/) override { } void JustDied(Unit * /*victim*/) override { } void JustSummoned(Creature * Summoner/*summoner*/) { DoCast(Summoner, SPELL_HEALTH); me->DisappearAndDie(); } void UpdateAI(uint32 diff) override { if (!UpdateVictim()) return; if (me->HasUnitState(UNIT_STATE_CASTING)) return; } }; CreatureAI* GetAI(Creature* creature) const override { return new summoned_creatureAI(creature); } }; void AddSC_summoned_creature() { new summoned_creature(); }
It didn't.
Luckily, you'll guide me to resolve this.
I hope I'd not make any mistakes, since I'm not an English expert
Thanks






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