Myerz
04-17-2009, 11:36 PM
Target Dummy
function Target_Dummy_OnSpawn(pUnit, event)
pUnit:StopMovement(0)
pUnit:SetCombatCapable(1)
pUnit:RegisterEvent("Target_Dummy_Immortal",1000,0)
end
function Target_Dummy_Immortal(pUnit, event)
if pUnit:GetHealthPct() < 33 then
pUnit:RemoveEvents()
pUnit:SetHealthPct(100)
pUnit:RegisterEvent("Target_Dummy_Immortal_Loop", 1000, 0)
end
end
function Target_Dummy_Immortal_Loop(pUnit, event)
if pUnit:GetHealthPct() > 99 then
pUnit:RemoveEvents()
pUnit:RegisterEvent("Target_Dummy_Immortal", 1000, 0)
end
end
RegisterUnitEvent(NPC SPAWN ID, 6, "Target_Dummy_OnSpawn")
function Target_Dummy_OnSpawn(pUnit, event)
pUnit:StopMovement(0)
pUnit:SetCombatCapable(1)
pUnit:RegisterEvent("Target_Dummy_Immortal",1000,0)
end
function Target_Dummy_Immortal(pUnit, event)
if pUnit:GetHealthPct() < 33 then
pUnit:RemoveEvents()
pUnit:SetHealthPct(100)
pUnit:RegisterEvent("Target_Dummy_Immortal_Loop", 1000, 0)
end
end
function Target_Dummy_Immortal_Loop(pUnit, event)
if pUnit:GetHealthPct() > 99 then
pUnit:RemoveEvents()
pUnit:RegisterEvent("Target_Dummy_Immortal", 1000, 0)
end
end
RegisterUnitEvent(NPC SPAWN ID, 6, "Target_Dummy_OnSpawn")