This script scripts the band L70 etc.



It will spawn/despawn, etc (Once you first spawn them of course)

Automatically plays the music, move around, etc.

Code:
//////////////////////////////////////////////////////
/* Original written by Scarface                        //
 *                                                    //
 * This script can be easily edited to be            //
 * used for your server. Throughout the script        //
 * are comments on what each thing does so that        //
 * you can edit this. You can create custom            //
 * teleporting locations and menus.                    //
 *                                                    //
 * Originally written for use with Moon++            //
 */                                                    //
//                                                    //
//////////////////////////////////////////////////////
// REDONE BY ROFLWAFFLES (zerohero)

#include "StdAfx.h"
#include "Setup.h"


// --- L70etc band members ---
#define SAMURO            23625
#define BERGRISST        23619
#define MAIKYL            23624
#define SIGNICIOUS        23626
#define THUNDERSKINS    23623
//#define TARGETGROUND    48000
//#define TARGETAIR        48001
#define UNDEAD            48002
#define UNDEAD2            48003
#define UNDEAD3            48004
#define TRIGGER            48005

/*
 * EMOTE_ONESHOT_CUSTOMSPELL01 = 402,
 * EMOTE_ONESHOT_CUSTOMSPELL02 = 403,
 * EMOTE_ONESHOT_CUSTOMSPELL03 = 404,
 * EMOTE_ONESHOT_CUSTOMSPELL04 = 405,
 * EMOTE_ONESHOT_CUSTOMSPELL05 = 406,
 * EMOTE_ONESHOT_CUSTOMSPELL06 = 407,
 */


// Spells
#define SPELLFLARE            42505
#define SPELLFIRE            42501
#define SPOTLIGHT            39312
#define SPELLEARTH            42499
#define SPELLLLIGHTNING        42510
#define SPELLLLIGHTNING2    42507
#define SPELLSTORM            42500
#define CONSECRATION        26573
//Consecration
#define SINGERSLIGHT        42510

class SamAI : public CreatureAIScript{
    public:
        ADD_CREATURE_FACTORY_FUNCTION(SamAI);
        SamAI(Creature* pCreature) : CreatureAIScript(pCreature)
        {
            _unit->GetAIInterface()->SetAllowedToEnterCombat(false);
            _unit->GetAIInterface()->m_canMove = false;
            _unit->GetAIInterface()->disable_melee = true;
            _unit->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
            _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true);
            timer = 0;
            RegisterAIUpdateEvent(1000);
        }
    void OnCombatStart(Unit* mTarget){ RegisterAIUpdateEvent(1000); }
    void OnCombatStop(Unit *mTarget)
    {
        _unit->GetAIInterface()->setCurrentAgent(AGENT_NULL);
        _unit->GetAIInterface()->SetAIState(STATE_IDLE);
        RemoveAIUpdateEvent();
    }
    void OnDied(Unit * mKiller){ RemoveAIUpdateEvent(); }
    void OnSpawn(){_unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true);}
    void OnDespawn(){ RemoveAIUpdateEvent(); }
    void AIUpdate()
    {
        switch (timer)
        {
            case 1:  _unit->PlaySoundToSet(11803); break;
            case 2:  _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true); break;
            case 19:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL05); break;
            case 30:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL03); break;
            case 65:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
            case 70:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL03); break;
            case 84:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL06); break;
            case 112: _unit->CastSpell(_unit, dbcSpell.LookupEntry(SINGERSLIGHT), true); break;
            case 123: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL03); break;
            case 137: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL06); break;
            case 142: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL01); break;
            case 180: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL01); break;
            case 229: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL02); break;
            case 239: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL06); break;
            case 259: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL06); break;
            case 279: _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true); break;
            case 280: _unit->Despawn(1000,300000); break;
        }
        timer++;
    }
    protected:
        uint32 timer;
};

class BerAI : public CreatureAIScript{
    public:
        ADD_CREATURE_FACTORY_FUNCTION(BerAI);
        BerAI(Creature* pCreature) : CreatureAIScript(pCreature)
        {
            _unit->GetAIInterface()->SetAllowedToEnterCombat(false);
            _unit->GetAIInterface()->m_canMove = false;
            _unit->GetAIInterface()->disable_melee = true;
            _unit->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
            _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true);
            timer = 0;
            RegisterAIUpdateEvent(1000);
    }
    void OnCombatStart(Unit* mTarget){ RegisterAIUpdateEvent(1000); }
    void OnCombatStop(Unit *mTarget){
            _unit->GetAIInterface()->setCurrentAgent(AGENT_NULL);
            _unit->GetAIInterface()->SetAIState(STATE_IDLE);
            RemoveAIUpdateEvent();
    }
    void OnDied(Unit * mKiller){ RemoveAIUpdateEvent(); }
    void OnSpawn(){ _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true); }
    void OnDespawn(){ RemoveAIUpdateEvent(); }
    void AIUpdate(){
            switch (timer){
                        case 0: _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true); break;
              case 10:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL03); break;
              case 30:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
              case 34:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
              case 38:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL03); break;
              case 104: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL01); break;
              case 123: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL01); break;
              case 140: _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPOTLIGHT), true); break;
              case 145: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL03); break;
              case 168: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL01); break;
              case 229: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL02); break;
              case 230: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL06); break;
              case 279: _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true); break;
              case 280: _unit->Despawn(1000,300050); break;
            }
            timer++;
    }
  protected:
    uint32 timer;
};

class SigAI : public CreatureAIScript{
  public:
    ADD_CREATURE_FACTORY_FUNCTION(SigAI);
    SigAI(Creature* pCreature) : CreatureAIScript(pCreature){
            _unit->GetAIInterface()->SetAllowedToEnterCombat(false);
            _unit->GetAIInterface()->m_canMove = false;
            _unit->GetAIInterface()->disable_melee = true;
            _unit->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
            timer = 0;
            RegisterAIUpdateEvent(1000);
    }
    void OnCombatStart(Unit* mTarget){ RegisterAIUpdateEvent(1000); }
    void OnCombatStop(Unit *mTarget){
            _unit->GetAIInterface()->setCurrentAgent(AGENT_NULL);
            _unit->GetAIInterface()->SetAIState(STATE_IDLE);
            RemoveAIUpdateEvent();
    }
    void OnDied(Unit * mKiller){ RemoveAIUpdateEvent(); }
    void OnSpawn(){ _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true); }
    void OnDespawn(){ RemoveAIUpdateEvent(); }
    void AIUpdate(){
            switch (timer){
                            case 0: _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true); break;
            case 10:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL03); break;
            case 30:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
            case 34:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
            case 38:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL03); break;
            case 70:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL01); break;
            case 85:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL01); break;
            case 123: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL01); break;
            case 140: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL01); break;
            case 165: _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPOTLIGHT), true); break;
            case 166: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL02); break;
            case 168: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL03); break;
            case 180: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL03); break;
            case 193: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
            case 229: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL06); break;
            case 259: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
            case 279: _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true); break;
            case 280: _unit->Despawn(1000,300050); break;
            }
            timer++;
    }
    protected:
            uint32 timer;
};

class MaiAI : public CreatureAIScript{
    public:
        ADD_CREATURE_FACTORY_FUNCTION(MaiAI);
        MaiAI(Creature* pCreature) : CreatureAIScript(pCreature){
            _unit->GetAIInterface()->SetAllowedToEnterCombat(false);
            _unit->GetAIInterface()->m_canMove = false;
            _unit->GetAIInterface()->disable_melee = true;
            _unit->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                timer = 0;
            RegisterAIUpdateEvent(1000);
    }
    void OnCombatStart(Unit* mTarget){ RegisterAIUpdateEvent(1000); }
    void OnCombatStop(Unit *mTarget){
            _unit->GetAIInterface()->setCurrentAgent(AGENT_NULL);
            _unit->GetAIInterface()->SetAIState(STATE_IDLE);
            RemoveAIUpdateEvent();
    }
    void OnDied(Unit * mKiller){ RemoveAIUpdateEvent(); }
    void OnSpawn(){ _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true); }
    void OnDespawn(){ RemoveAIUpdateEvent(); }
    void AIUpdate(){
            switch (timer){
                            case 0: _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true); break;
              case 10:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL03); break;
              case 30:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL03); break;
              case 45:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
              case 70:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL03); break;
              case 85:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL01); break;
              case 95:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL01); break;
              case 102: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL01); break;
              case 115: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL01); break;
              case 123: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL02); break;
              case 165: _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPOTLIGHT), true); break;
              case 192: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL03); break;
              case 203: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL03); break;
              case 229: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
              case 279: _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true); break;
              case 280: _unit->Despawn(1000,300050); break;
            }
            timer++;
    }
  protected:
    uint32 timer;
};


class ThuAI : public CreatureAIScript{
  public:
    ADD_CREATURE_FACTORY_FUNCTION(ThuAI);
    ThuAI(Creature* pCreature) : CreatureAIScript(pCreature){
            _unit->GetAIInterface()->SetAllowedToEnterCombat(false);
            _unit->GetAIInterface()->m_canMove = false;
            _unit->GetAIInterface()->disable_melee = true;
            _unit->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
            timer = 0;
            RegisterAIUpdateEvent(1000);
    }
    void OnCombatStart(Unit* mTarget){ RegisterAIUpdateEvent(1000); }
    void OnCombatStop(Unit *mTarget){
            _unit->GetAIInterface()->setCurrentAgent(AGENT_NULL);
            _unit->GetAIInterface()->SetAIState(STATE_IDLE);
            RemoveAIUpdateEvent();
    }
    void OnDied(Unit * mKiller){ RemoveAIUpdateEvent(); }
    void OnSpawn(){ _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true); }
    void OnDespawn(){
            RemoveAIUpdateEvent();
            _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true);
    }
    void AIUpdate(){
            switch (timer){
                            case 2: _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true); break;
                            case 3:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
              case 14:  _unit->SendChatMessage(CHAT_MSG_MONSTER_YELL, LANG_UNIVERSAL, "ARE YOU READY TO ROCK?!?!");
              case 17:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
              case 42:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
              case 55:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL03); break;
              case 62:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
              case 63:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
              case 64:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
              case 75:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
              case 76:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
              case 77:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
              case 88:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
              case 99:  _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
              case 110: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
              case 137: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL02); break;
              case 140: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
              case 142: _unit->SendChatMessage(CHAT_MSG_MONSTER_YELL, LANG_UNIVERSAL, "WERE GUNNA ROCK YOU CRAAAAAAZY!!!");
              case 313: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
              case 194: _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL04); break;
              case 200:{
                _unit->Emote(EMOTE_ONESHOT_CUSTOMSPELL01);
                _unit->SetUInt32Value(UNIT_NPC_EMOTESTATE, 401);
                break;
              }
              case 279: _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true); break;
              case 281: _unit->Despawn(1000,301000); break;
            }
            timer++;
    }
  protected:
    uint32 timer;
};



class UndeadAI : public CreatureAIScript{
  public:
    ADD_CREATURE_FACTORY_FUNCTION(UndeadAI);
    UndeadAI(Creature* pCreature) : CreatureAIScript(pCreature){
            _unit->GetAIInterface()->SetAllowedToEnterCombat(false);
            _unit->GetAIInterface()->m_canMove = false;
            _unit->GetAIInterface()->disable_melee = true;
            _unit->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
            timer = 0;
            RegisterAIUpdateEvent(1000);
    }
    void OnCombatStart(Unit* mTarget){ RegisterAIUpdateEvent(1000); }
    void OnCombatStop(Unit *mTarget){
            _unit->GetAIInterface()->setCurrentAgent(AGENT_NULL);
            _unit->GetAIInterface()->SetAIState(STATE_IDLE);
            RemoveAIUpdateEvent();
    }
    void OnDied(Unit * mKiller){ RemoveAIUpdateEvent(); }
    void OnSpawn(){ _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true); }
    void OnDespawn(){
            RemoveAIUpdateEvent();
            _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true);
    }
    void AIUpdate(){
            switch (timer){
                            case 2:  _unit->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_DANCE); break;
                            case 280: _unit->Emote(EMOTE_ONESHOT_APPLAUD); break;
                            case 281: _unit->Despawn(1000,301000); break;
                }
            timer++;
    }
    protected:
            uint32 timer;
};


class Undead2AI : public CreatureAIScript{
  public:
    ADD_CREATURE_FACTORY_FUNCTION(Undead2AI);
    Undead2AI(Creature* pCreature) : CreatureAIScript(pCreature){
            _unit->GetAIInterface()->SetAllowedToEnterCombat(false);
            _unit->GetAIInterface()->m_canMove = false;
            _unit->GetAIInterface()->disable_melee = true;
            _unit->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
            timer = 0;
            RegisterAIUpdateEvent(1000);
    }
    void OnCombatStart(Unit* mTarget){ RegisterAIUpdateEvent(1000); }
    void OnCombatStop(Unit *mTarget){
            _unit->GetAIInterface()->setCurrentAgent(AGENT_NULL);
            _unit->GetAIInterface()->SetAIState(STATE_IDLE);
            RemoveAIUpdateEvent();
    }
    void OnDied(Unit * mKiller){ RemoveAIUpdateEvent(); }
    void OnSpawn(){ _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true); }
    void OnDespawn(){
                _unit->SendChatMessage(CHAT_MSG_MONSTER_YELL, LANG_UNIVERSAL, "That was great! Any *****es wanna come back stage and give daddy a little sugar?");
            RemoveAIUpdateEvent();
            _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true);
    }
    void AIUpdate(){
            switch (timer){
              case 2:  _unit->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_DANCE); break;
                            case 280: _unit->Emote(EMOTE_ONESHOT_CHEER); break;
              case 281: _unit->Despawn(1000,301000); break;
            }
            timer++;
    }
    protected:
            uint32 timer;
};


class Undead3AI : public CreatureAIScript{
  public:
    ADD_CREATURE_FACTORY_FUNCTION(Undead3AI);
    Undead3AI(Creature* pCreature) : CreatureAIScript(pCreature){
            _unit->GetAIInterface()->SetAllowedToEnterCombat(false);
            _unit->GetAIInterface()->m_canMove = false;
            _unit->GetAIInterface()->disable_melee = true;
            _unit->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
            timer = 0;
            RegisterAIUpdateEvent(1000);
    }
    void OnCombatStart(Unit* mTarget){ RegisterAIUpdateEvent(1000); }
    void OnCombatStop(Unit *mTarget){
            _unit->GetAIInterface()->setCurrentAgent(AGENT_NULL);
            _unit->GetAIInterface()->SetAIState(STATE_IDLE);
            RemoveAIUpdateEvent();
    }
    void OnDied(Unit * mKiller){ RemoveAIUpdateEvent(); }
    void OnSpawn(){ _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true); }
    void OnDespawn(){
                _unit->SendChatMessage(CHAT_MSG_MONSTER_YELL, LANG_UNIVERSAL, "That was great! Lets go light up that joint!");
            RemoveAIUpdateEvent();
            _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true);
    }
    void AIUpdate(){
            switch (timer){
              case 2:  _unit->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_DANCE); break;
                            case 279: _unit->Emote(EMOTE_ONESHOT_CHEER); break;
                            case 280: _unit->Despawn(1000,301000); break;
            }
            timer++;
    }
    protected:
            uint32 timer;
};


class TriggerAI : public CreatureAIScript{
  public:
    ADD_CREATURE_FACTORY_FUNCTION(TriggerAI);
    TriggerAI(Creature* pCreature) : CreatureAIScript(pCreature){
            _unit->GetAIInterface()->SetAllowedToEnterCombat(false);
            _unit->GetAIInterface()->m_canMove = false;
            _unit->GetAIInterface()->disable_melee = true;
            _unit->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
            timer = 0;
            RegisterAIUpdateEvent(1000);
    }
    void OnCombatStart(Unit* mTarget){ RegisterAIUpdateEvent(1000); }
    void OnCombatStop(Unit *mTarget){
            _unit->GetAIInterface()->setCurrentAgent(AGENT_NULL);
            _unit->GetAIInterface()->SetAIState(STATE_IDLE);
            RemoveAIUpdateEvent();
    }
    void OnDied(Unit * mKiller){ RemoveAIUpdateEvent(); }
    void OnSpawn(){ _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true); }
    void OnDespawn(){
                _unit->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, "That was great!");

                    RemoveAIUpdateEvent();
            _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true);
    }
    void AIUpdate(){
            switch (timer){
                            case 1: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
              case 8: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 15: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 21: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 28: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 35: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 41: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 48: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 55: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
              case 62: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 69: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 76: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 81: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 89: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 96: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 101: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
              case 108: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 115: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 121: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 128: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 135: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 141: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 148: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 155: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
              case 162: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 169: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 176: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 181: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 189: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 196: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 201: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 208: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 215: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 221: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 228: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 235: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 241: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 248: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 255: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
              case 262: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 269: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
                            case 276: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
              case 281: _unit->Despawn(1000,301000); break;
            }
            timer++;
    }
    protected:
            uint32 timer;
};

class Trigger2AI : public CreatureAIScript{
  public:
    ADD_CREATURE_FACTORY_FUNCTION(Trigger2AI);
    Trigger2AI(Creature* pCreature) : CreatureAIScript(pCreature){
            _unit->GetAIInterface()->SetAllowedToEnterCombat(false);
            _unit->GetAIInterface()->m_canMove = false;
            _unit->GetAIInterface()->disable_melee = true;
            _unit->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
            timer = 0;
            RegisterAIUpdateEvent(1000);
    }
    void OnCombatStart(Unit* mTarget){ RegisterAIUpdateEvent(1000); }
    void OnCombatStop(Unit *mTarget){
            _unit->GetAIInterface()->setCurrentAgent(AGENT_NULL);
            _unit->GetAIInterface()->SetAIState(STATE_IDLE);
            RemoveAIUpdateEvent();
    }
    void OnDied(Unit * mKiller){ RemoveAIUpdateEvent(); }
    void OnSpawn(){ _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true); }
    void OnDespawn()
    {
            _unit->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, "That was great!");
            RemoveAIUpdateEvent();
            _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true);
    }
    void AIUpdate()
    {
        switch (timer)
        {
            case 3: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 10: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 18: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 24: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 22: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 38: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 44: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 52: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 58: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 68: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 69: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 76: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 85: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 90: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 96: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 107: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 109: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 125: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 127: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 129: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 132: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 144: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 149: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 159: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 166: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 169: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 176: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 183: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 186: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 194: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 204: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 209: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 218: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 223: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 228: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 235: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 241: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 248: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 252: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 263: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 266: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 274: _unit->CastSpell(_unit, dbcSpell.LookupEntry(CONSECRATION), true); break;
            case 281: _unit->Despawn(1000,301000); break;
        }
        timer++;
    }
protected:
    uint32 timer;
};

/*class Effectsground : public CreatureAIScript(
  public:
    ADD_CREATURE_FACTORY_FUNCTION(Effectsground);
    Effectsground(Creature* pCreature) : CreatureAIScript(pCreature)
    {
        _unit->GetAIInterface()->SetAllowedToEnterCombat(false);
        _unit->GetAIInterface()->m_canMove = false;
        _unit->GetAIInterface()->disable_melee = true;
        _unit->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
        timer = 0;
        RegisterAIUpdateEvent(1000);
    }
    void OnCombatStart(Unit* mTarget)
    {
        RegisterAIUpdateEvent(1000);
    }
    void OnCombatStop(Unit* mTarget)
    {
        _unit->GetAIInterface()->setCurrentAgent(AGENT_NULL);
        _unit->GetAIInterface()->SetAIState(STATE_IDLE);
        RemoveAIUpdateEvent();
    }
    void OnDied(Unit* mKiller)
    {
        RemoveAIUpdateEvent();
    }
    void OnSpawn()
    {
        _unit->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
        timer = 0;
    }
    void OnDespawn()
    {
        RemoveAIUpdateEvent();
    }
    void AIUpdate()
    {
        switch (timer)
        {
            case 2:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLLLIGHTNING), true);
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLLLIGHTNING2), true);
            }break;
            case 6:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLEARTH), true);
            }break;
            case 8:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFIRE), true);
            }break;
            case 72:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLLLIGHTNING), true);
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLLLIGHTNING2), true);
            }break;
            case 76:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLEARTH), true);
            }break;
            case 78:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFIRE), true);
            }break;
            case 125:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLLLIGHTNING), true);
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLLLIGHTNING2), true);
            }break;
            case 128:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLEARTH), true);
            }break;
            case 132:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFIRE), true);
            }break;
            case 232:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLLLIGHTNING), true);
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLLLIGHTNING2), true);
            }break;
            case 236:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLEARTH), true);
            }break;
            case 238:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFIRE), true);
            }break;
            case 245:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLLLIGHTNING), true);
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLLLIGHTNING2), true);
            }break;
            case 249:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLEARTH), true);
            }break;
            case 251:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFIRE), true);
            }break;
            case 279:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLFLARE), true);
            }break;
            case 280:
            {
                _unit->Despawn(1000,300000);
            }break;
            timer++;
    }
protected:
    uint32 timer;
};

class Effectsair : public CreatureAIScript(
  public:
    ADD_CREATURE_FACTORY_FUNCTION(Effectsair);
    Effectsair(Creature* pCreature) : CreatureAIScript(pCreature)
    {
        _unit->GetAIInterface()->SetAllowedToEnterCombat(false);
        _unit->GetAIInterface()->m_canMove = false;
        _unit->GetAIInterface()->disable_melee = true;
        _unit->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
        timer = 0;
        RegisterAIUpdateEvent(1000);
    }
    void OnCombatStart(Unit* mTarget){ RegisterAIUpdateEvent(1000); }
    void OnCombatStop(Unit *mTarget)
    {
            _unit->GetAIInterface()->setCurrentAgent(AGENT_NULL);
            _unit->GetAIInterface()->SetAIState(STATE_IDLE);
            RemoveAIUpdateEvent();
    }
    void OnDied(Unit * mKiller){ RemoveAIUpdateEvent(); }
    void OnSpawn()
    {
            timer = 0;
            _unit->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
    }
    void OnDespawn()
    {
        RemoveAIUpdateEvent();
    }
    void AIUpdate()
    {
        switch(timer)
        {
            case 1:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLSTORM), true);
            }break;
            case 70:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLSTORM), true);
            }break;
            case 123:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLSTORM), true);
            }break;
            case 230:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLSTORM), true);
            }break;
            case 243:
            {
                _unit->CastSpell(_unit, dbcSpell.LookupEntry(SPELLSTORM), true);
            }break;
            case 280:
            {
                _unit->Despawn(1000,300000);
            }break;
        }
        timer++;
    }
protected:
    uint32 timer;
};*/

void SetupL70etc(ScriptMgr * mgr)
{
    mgr->register_creature_script(SAMURO, &SamAI::Create);
    mgr->register_creature_script(BERGRISST, &BerAI::Create);
    mgr->register_creature_script(MAIKYL, &MaiAI::Create);
    mgr->register_creature_script(SIGNICIOUS, &SigAI::Create);
    mgr->register_creature_script(THUNDERSKINS, &ThuAI::Create);
    mgr->register_creature_script(UNDEAD, &UndeadAI::Create);
    mgr->register_creature_script(UNDEAD2, &Undead2AI::Create);
    mgr->register_creature_script(UNDEAD3, &Undead3AI::Create);
    mgr->register_creature_script(TRIGGER, &TriggerAI::Create);
    //mgr->register_creature_script(TARGETGROUND, &Effectsground::Create);
    //mgr->register_creature_script(TARGETAIR, &Effectsair::Create);
}



› See More: L70 etc