Custom Boss castet nichts

Heyho,

ich habe einen Customboss gescriptet, relativ simpel. Leider castet dieser nichts /emoticons/default_sad.png

[CODE]
#include “ScriptPCH.h”

enum Spells
{
SPELL_DEEPFREEZE = 60511,
SPELL_TAIL = 58957,
SPELL_BLIZZARD = 41482,
SPELL_FROSTATEM = 72641,
SPELL_ENRAGE = 41924 //Nach 10 Minuten
};
class boss_tiefenwyrm : public CreatureScript
{
public:
boss_tiefenwyrm() : CreatureScript(“boss_tiefenwyrm”) { }

CreatureAI* GetAI(Creature* pCreature) const
{
    return new boss_tiefenwyrmAI (pCreature);
}

struct boss_tiefenwyrmAI : public ScriptedAI
{
    boss_tiefenwyrmAI (Creature *c) : ScriptedAI(c)
    { }
	uint32 t_deep;
	uint32 t_tail;
	uint32 t_blizzard;
	uint32 t_Frost;
	uint32 t_enrage;

    void Reset()
    {
			
	t_deep = 20000;
	t_tail = 8000;
	t_blizzard = 25000;
	t_Frost = 40000;
	t_enrage = 600000;
	}

    void EnterCombat(Unit* /*who*/)
    {
		me->MonsterYell("Ich werde euch verschlingen!", 0, 0);
	}

    void JustDied(Unit* /*killer*/)
    {


	}
  
    void KilledUnit(Unit *)
    { 
		switch (urand(1,3))
		 {
			case 1:
				me->MonsterYell("Das war zu einfach!", 0, 0);
			break;

			case 2:
				me->MonsterYell("Ihr seid zu schwach!", 0, 0);
			break;

			case 3:
				me->MonsterYell("Schon m303274de?", 0, 0);
			break;
		 }
	}
    
    void UpdateAI(const uint32 diff)
    {
		 if (!UpdateVictim())
                     return;

		if (t_enrage <= diff)
		{
			DoCast(me, SPELL_ENRAGE);
			t_enrage = 300000;
		} else t_enrage -= diff;

		if (t_deep <= diff)
		{
                    DoCast(me->getVictim(), SPELL_DEEPFREEZE);
                    t_deep = 20000;
                    } else t_deep -= diff;

		if (t_tail <= diff)
		{
			DoCast(me->getVictim(), SPELL_TAIL);
			t_tail = 4000;
		} else t_tail -= diff;

		if (t_blizzard <= diff)
		{
			DoCast(me->getVictim(), SPELL_BLZZARD);
			t_blizzard = 16000;
		} else t_blizzard -= diff;

		if (t_frost <= diff)
		{
			DoCast(me->getVictim(), SPELL_FROST);
			t_frost = 40000;
		} else t_frost -= diff;
    }
};

};

void AddSC_boss_tiefenwyrm()
{
new boss_tiefenwyrm();
}[/CODE]

REPLACE INTO creature_template (entry, difficulty_entry_1, difficulty_entry_2, difficulty_entry_3, KillCredit1, KillCredit2, modelid1, modelid2, modelid3, modelid4, name, subname, IconName, gossip_menu_id, minlevel, maxlevel, exp, faction_A, faction_H, npcflag, speed_walk, speed_run, scale, rank, mindmg, maxdmg, dmgschool, attackpower, dmg_multiplier, baseattacktime, rangeattacktime, unit_class, unit_flags, unit_flags2, dynamicflags, family, trainer_type, trainer_spell, trainer_class, trainer_race, minrangedmg, maxrangedmg, rangedattackpower, type, type_flags, lootid, pickpocketloot, skinloot, resistance1, resistance2, resistance3, resistance4, resistance5, resistance6, spell1, spell2, spell3, spell4, spell5, spell6, spell7, spell8, PetSpellDataId, VehicleId, mingold, maxgold, AIName, MovementType, InhabitType, HoverHeight, Health_mod, Mana_mod, Armor_mod, RacialLeader, questItem1, questItem2, questItem3, questItem4, questItem5, questItem6, movementId, RegenHealth, equipment_id, mechanic_immune_mask, flags_extra, ScriptName, WDBVerified) VALUES (810038, 0, 0, 0, 0, 0, 30902, 0, 0, 0, ‘Varygos’, ‘Die Geheime Brut’, ‘’, 0, 83, 83, 0, 38, 38, 0, 1, 1.14286, 1.8, 3, 16000, 18000, 0, 122, 2, 2000, 2000, 1, 0, 2048, 0, 0, 0, 0, 0, 0, 0, 0, 98, 6, 0, 810038, 0, 0, 0, 0, 0, 0, 0, 0, ‘’, ‘’, ‘’, ‘’, ‘’, 0, 0, 0, 0, 0, 0, 0, ‘’, 0, 7, 1, 5165.29, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 903856127, 0, ‘boss_tiefenwyrm’, 12340);

Wenn ich mich nicht ganz täusche, muss der Boss die Fähigkeiten als spells besitzen.

Hast du das Bossscript denn auch im Scriptloader mit eingefügt?

so müsste es gehen.

[CODE]
#include “ScriptPCH.h”

enum Spells
{
SPELL_DEEPFREEZE = 60511,
SPELL_TAIL = 58957,
SPELL_BLIZZARD = 41482,
SPELL_FROSTATEM = 72641,
SPELL_ENRAGE = 41924 //Nach 10 Minuten
};
class boss_tiefenwyrm : public CreatureScript
{
public:
boss_tiefenwyrm() : CreatureScript(“boss_tiefenwyrm”) { }

struct boss_tiefenwyrmAI : public ScriptedAI
{
    boss_tiefenwyrmAI (Creature *c) : ScriptedAI(c)
    { }
	uint32 t_deep;
	uint32 t_tail;
	uint32 t_blizzard;
	uint32 t_Frost;
	uint32 t_enrage;

    void Reset()
    {
     _Reset();
	t_deep = 20000;
	t_tail = 8000;
	t_blizzard = 25000;
	t_Frost = 40000;
	t_enrage = 600000;
	}

    void EnterCombat(Unit* /*who*/)
    {
	    _EnterCombat();
		me->MonsterYell("Ich werde euch verschlingen!", 0, 0);
	}

    void JustDied(Unit* /*killer*/)
    {
      _JustDied();

}
  
    void KilledUnit(Unit *)
    { 
		switch (urand(1,3))
		 {
			case 1:
				me->MonsterYell("Das war zu einfach!", 0, 0);
			break;

			case 2:
				me->MonsterYell("Ihr seid zu schwach!", 0, 0);
			break;

			case 3:
				me->MonsterYell("Schon m303274de?", 0, 0);
			break;
		 }
	}
    
    void UpdateAI(uint32 const diff)
    {
		 if (!UpdateVictim())
                     return;

		if (t_enrage <= diff)
		{
			DoCast(me, SPELL_ENRAGE);
			t_enrage = 300000;
		} else t_enrage -= diff;

		if (t_deep <= diff)
		{
                    DoCast(me->getVictim(), SPELL_DEEPFREEZE);
                    t_deep = 20000;
                    } else t_deep -= diff;

		if (t_tail <= diff)
		{
			DoCast(me->getVictim(), SPELL_TAIL);
			t_tail = 4000;
		} else t_tail -= diff;

		if (t_blizzard <= diff)
		{
			DoCast(me->getVictim(), SPELL_BLZZARD);
			t_blizzard = 16000;
		} else t_blizzard -= diff;

		if (t_frost <= diff)
		{
			DoCast(me->getVictim(), SPELL_FROST);
			t_frost = 40000;
		} else t_frost -= diff;
		
		DoMeleeAttackIfReady();
    }
};

CreatureAI* GetAI(Creature* pCreature) const
{
return new boss_tiefenwyrmAI (pCreature);
}

};

void AddSC_boss_tiefenwyrm()
{
new boss_tiefenwyrm();
}[/CODE]

Fehler gefunden. Habs tatsächlcih versäumt das Script im Scriptloader einzutragen /emoticons/default_wacko.png

Wunderbar. Dann viel Spaß beim Weiterprogrammieren.