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function Agonizing_Flames(Unit, event)

Unit:FullCastSpellOnTarget(40932, Unit:GetRandomPlayer(0))
Unit:FullCastSpellOnTarget(40932, Unit:GetRandomPlayer(0))
Unit:FullCastSpellOnTarget(40932, Unit:GetRandomPlayer(0))
end
function Agonizing_Armor(Unit, event)
ArmorChoice = math.random(1,2)
if ArmorChoice == 1 then
Unit:SendChatMessage(14, 0, "I will make you melt...")
Unit:FullCastSpellOnTarget(36836, Unit:GetMainTank())
end
if ArmorChoice == 2 then
Unit:SendChatMessage(14, 0, "Feel the Armor disappear!")
Unit:FullCastSpellOnTarget(36836, Unit:GetMainTank())
end
end
function Fire_Cone(Unit, event)
Unit:FullCastSpellOnTarget(36876, Unit:GetClosestPlayer())
end
function Fire_Debuff(Unit, event)
Unit:FullCastSpellOnTarget(38010, Unit:GetClosestPlayer())
Unit:FullCastSpellOnTarget(38010, Unit:GetClosestPlayer())
Unit:FullCastSpellOnTarget(38010, Unit:GetClosestPlayer())
end
function Meteor_Slash(Unit, event)
Unit:FullCastSpellOnTarget(45150, Unit:GetMainTank())
end
function Combat_Talk(Unit, event)
TalkChoice = math.random(1, 10)
if TalkChoice == 1 then
Unit:SendChatMessage(14, 0, "I've waited for this chance to strike!")
end
if TalkChoice == 2 then
Unit:SendChatMessage(14, 0, "You can't defeat the god of flames and fire
!")
end
if TalkChoice == 3 then
Unit:SendChatMessage(14, 0, "I will never let you win!")
end
if TalkChoice == 4 then
Unit:SendChatMessage(14, 0, "Feel the power of Ragnaros!")
end
if TalkChoice == 5 then
Unit:SendChatMessage(14, 0, "My fires will consume you..")
end
if TalkChoice == 6 then
Unit:SendChatMessage(14, 0, "By Fire be purged!")
end
if TalkChoice == 7 then
Unit:SendChatMessage(14, 0, "Let my Fury rain upon you!")
end
if TalkChoice == 8 then
Unit:SendChatMessage(14, 0, "Ha Ha Ha!")
end
if TalkChoice == 9 then
Unit:SendChatMessage(14, 0, "You are no match for me..")
end
if TalkChoice == 10 then
Unit:SendChatMessage(14, 0, "I will win this battle!")
end
end
function Rag_OnCombat(Unit, event)
CombatChoice = math.random(1, 3)
Unit:RegisterEvent("Combat_Talk", 20000, 0)
Unit:RegisterEvent("Agonizing_Flames", 20000, 0)
Unit:RegisterEvent("Agonizing_Armor", 28000, 0)
Unit:RegisterEvent("Fire_Cone", 28000, 0)
Unit:RegisterEvent("Fire_Debuff", 25000, 0)
Unit:RegisterEvent("Meteor_Slash", 60000, 0)
if CombatChoice == 1 then
Unit:SendChatMessage(14, 0, "I've returned stronger than ever before! Ha
Ha Ha!")
end
if CombatChoice == 2 then
Unit:SendChatMessage(14, 0, "You should have sealed me while you had the
chance!")
end
if CombatChoice == 3 then
Unit:SendChatMessage(14, 0, "Who dares enter my pit?!")
end
end
function Rag_OnLeaveCombat(Unit, event)
Unit:RemoveEvents()
end
function Rag_OnKilledTarget(Unit, event)
KillTargChoice = math.random(1, 3)
if KillTargChoice == 1 then
Unit:SendChatMessage(14, 0, "Feel Eternal Agony!")
if KillTargChoice == 2 then
Unit:SendChatMessage(14, 0, "Your body is now made to ashes..")
if KillTargChoice == 3 then
Unit:SendChatMessage(14, 0, "Revenge is mine!")
end
end
function Rag_OnDied(Unit, event)
Unit:SendChatMessage(14, 0, "No...NOOO! You will pay for this another ti
me mortals! I will RETUUUUUURN!")
Unit:RemoveEvents()
end
RegisterUnitEvent(Entry ID, 1, "Rag_OnCombat")
RegisterUnitEvent(Entry ID, 2, "Rag_OnLeaveCombat")
RegisterUnitEvent(Entry ID, 3, "Rag_OnKilledTarget")
RegisterUnitEvent(Entry ID, 4, "Rag_OnDied")

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