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Version complète : npc_ai_level_scale (Mob Prend le level de la cible)
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[Image: Stitch_npc_ai_level_scale.jpg]Stitch_npc_ai_level_scale.cpp


Ceci est mon premier essai de script d'AI de mob , merci de votre compréhension ^^

Ces Scripts permettent a un mob de prendre le level de sa cible a l'agro et d'avoir une AI générique en fonction de son role : Cast , Mélée ou Heal.
Pour vos zones customs ceux ci permettent donc de faire une zone adaptable du level 1 au level 100. 

Bon jeu a vous [Image: smile.gif]



Installation du script : 

Citation :
  1. Copier le fichier Stitch_npc_ai_level_scale.cpp dans les sources de votre core : \src\server\scripts\Custom
  2. Éditez le fichier custom_script_loader.cpp dans ce même dossier 
  3. Relancer Cmake puis recompilez votre core.
  4. Editez le creature_template de votre pnj et renseignez le ScriptName avec :
  • Stitch_npc_ai_level_scale_caster pour un mob qui attaque a distance comme un mage ou un chasseur
  • Stitch_npc_ai_level_scale_melee pour un mob qui attaque au contact comme un guerrier
  • Stitch_npc_ai_level_scale_heal pour un mob qui attaque a distance et ce soigne ou soigne ces alliés comme un pretre ou un chaman
A noter :
  • Le caster lancera ses sorts jusqu'a une distance de 30m et bougera aléatoirement de 15m s'il est au contact de sa cible. S'il n'a plus de mana il ira combattre au corps a corps.
  • Le mélée lancera ses sorts uniquement s'il est au contact
  • Le heal ce comportera comme le caster sauf qu'il a la possibilité de ce heal ou de heal un allié. En priorité il ce heal puis un allié et enfin il lancera un sort de degat. Celui ci possède un petit bonus de heal sur le caster.




Editer custom_script_loader.cpp comme ci dessous :
Code :
// This is where scripts' loading functions should be declared:
void AddSC_Stitch_npc_ai_level_scale();    

// The name of this function should match:
// void Add${NameOfDirectory}Scripts()
void AddCustomScripts()
{
        AddSC_Stitch_npc_ai_level_scale();
}





Editez la table creature_template :
Citation :Renseigner ScriptName avec Stitch_npc_ai_level_scale_caster , Stitch_npc_ai_level_scale_melee ou Stitch_npc_ai_level_scale_heal  en fonction du role .

Renseigner les spellx comme ci dessous
  • spell1 : Buff sur le caster a l'agro
  • spell2 : Sort sur la cible a l'agro
  • spell3 : Le sort utilisé sur la cible en combat ( chaque 2 a 3s environ)
  • spell4 : Le sort qui inflige des dégâts dans le temps utilisé sur la cible en combat ( chaque 10 a 15s environ)
  • spell5 : Le sort pour ce soigner ou soigner un alliés dans les 30m
Optionnel : Il est possible de jouer sur le cooldown par `BaseAttackTime` et `RangeAttackTime`

Exemple : 
UPDATE `creature_template` SET `ScriptName` = 'Stitch_npc_ai_level_scale_heal',`AIName` = '' WHERE (entry = 15000320);
UPDATE `creature_template` SET `spell1` = 974,`spell2` = 57994,`spell3` = 9532, `spell4` = 8056, `spell5` = 77472,`BaseAttackTime` = 3000,`RangeAttackTime` = 3000 WHERE (entry = 15000320);





Le listing de ce script :

Code :
//################################################################################################################################################################################################
//  Copyright (C) Novembre 2020 Stitch pour Aquayoup
// npc a l'agro s'adapte au level de l'agresseur + AI generique
// Ces mobs utilisent les sorts definit dans Creature_Template->spellx
// Il est possible de modifier le temp entre 2 cast avec `BaseAttackTime` & `RangeAttackTime` 
// Ajustez les mélée avec UPDATE `creature_template` SET `ArmorModifier` = 2,`DamageModifier` = 2 WHERE (entry = 15000317);
//
// Afin d'activer l'agro des lvl gris Régler worldserver.conf : NoGrayAggro.Above = 0 et NoGrayAggro.Below = 0
//
// Spell1   : Buff a l'agro
// Spell2   : Sort sur la cible a l'agro
// Spell3   : Sort sur la cible pendant le combat
// Spell4   : Sort Dot sur la cible pendant le combat
// Spell5   : Heal sur caster et Allié
// Caster :
// Druide   : UPDATE `creature_template` SET `spell1` = 1126,`spell2` = 2912,`spell3` = 119577, `spell4` = 15798,`HealthModifier` = 2, `ManaModifier` = 2, `ArmorModifier` = 1, `DamageModifier` = 2,`BaseAttackTime` = 2500, `RangeAttackTime` = 3000,`lootid` = 0,`ScriptName` = 'Stitch_npc_ai_level_scale_caster' WHERE (entry = 15000319);
// Mélee :
// Guerrier : UPDATE `creature_template` SET `spell1` = 2457,`spell2` = 32323,`spell3` = 29426, `spell4` = 36991,`HealthModifier` = 2, `ManaModifier` = 1,`ArmorModifier` = 2,`DamageModifier` = 2,`BaseAttackTime` = 2500, `RangeAttackTime` = 3000,`lootid` = 0,`ScriptName` = 'Stitch_npc_ai_level_scale_melee' WHERE (entry = 15000317);
// Heal :
// Chaman   : UPDATE `creature_template` SET `HealthModifier` = 2, `ManaModifier` = 3, `ArmorModifier` = 1, `DamageModifier` = 2,`lootid` = 0,`ScriptName` = 'Stitch_npc_ai_level_scale_heal',`AIName` = '' WHERE (entry = 15000320);
//            UPDATE `creature_template` SET `spell1` = 974, `spell2` = 57994, `spell3` = 9532, `spell4` = 8056, `spell5` = 77472, `BaseAttackTime` = 2000, `RangeAttackTime` = 2000 WHERE(entry = 15000320);
//################################################################################################################################################################################################


//################################################################################################
//Stitch Stitch_npc_ai_level_scale_caster - A l'agro s'adapte au level de l'agresseur - AI Caster
//################################################################################################


class Stitch_npc_ai_level_scale_caster : public CreatureScript
{
public: Stitch_npc_ai_level_scale_caster() : CreatureScript("Stitch_npc_ai_level_scale_caster") { }

        struct Stitch_npc_ai_level_scale_casterAI : public ScriptedAI
        {
            Stitch_npc_ai_level_scale_casterAI(Creature* creature) : ScriptedAI(creature) { }

            uint32 spellbuf = me->m_spells[0];
            uint32 spellagro = me->m_spells[1];
            uint32 spellagrornd;
            uint32 distancedecast = 20.0f;
            uint32 spell = me->m_spells[2];
            uint32 spelldot = me->m_spells[3];
            uint32 spelltimerdot = 3000;
            uint32 spelltimer = 100;
            uint32 resteadistancetimer = urand(400, 600);
            Unit* victim = me->GetVictim();
            uint32 Cooldown_RegenMana = 3000;
            uint32 Mana;
            uint32 MaxMana = me->GetMaxPower(POWER_MANA);

            void JustRespawned() override
            {
                initlevelmob();
            }
            void EnterCombat(Unit* /*who*/) override
            {
                if (!UpdateVictim())
                    return;

                agrolevelmob();
                Unit* victim = me->GetVictim();
                uint32 _level = victim->getLevel();

                me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
                AttackStartCaster(victim, 20.0f);                            // Distance de cast
                mouvementmob(6);

                // Spell a lancer a l'agro ---------------------------------------------------------------------------------------------------------------------
                me->CastSpell(me, spellbuf, true);                            // Creature_Template->Spell1 : Buf sur soi
                spellagrornd = urand(0, 100);                                // Creature_Template->Spell2 : 30% spell d'agro sur la cible
                if (spellagrornd <30)
                {
                DoSpellAttackIfReady(spellagro);
                }

            }
            void JustReachedHome() override
            {
                initlevelmob();
                me->SetReactState(REACT_AGGRESSIVE);
            }
            void EnterEvadeMode(EvadeReason /*why*/) override
            {
                me->GetMotionMaster()->MoveTargetedHome();                        // Retour home
                retirebugdecombat();
            }
            void UpdateAI(uint32 diff) override
            {
                if (me->IsAlive() && !me->IsInCombat() /*&& !UpdateVictim()*/ && !me->HasUnitState(UNIT_STATE_MOVE) && (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 15))
                {
                    EnterEvadeMode(EVADE_REASON_SEQUENCE_BREAK);
                }

                if (!UpdateVictim() || me->isPossessed() || me->IsCharmed() || me->HasAuraType(SPELL_AURA_MOD_FEAR))
                    return;

                mouvementmob(6);

                Mana = me->GetPower(POWER_MANA);
                MaxMana = me->GetMaxPower(POWER_MANA);

                // Regen mana en combat ------------------------------------------------------------------------------------------------------------------------
                if (Cooldown_RegenMana <= diff)
                {
                    me->SetPower(POWER_MANA, Mana + (MaxMana / 20));
                    if (Mana > MaxMana) { me->SetPower(POWER_MANA, MaxMana); }
                    Cooldown_RegenMana = 1000;
                }
                else Cooldown_RegenMana -= diff;

                    // Creature_Template->Spell3 : spell  sur la cible chaque 2.5 a 3s ---------------------------------------------------------------------
                    if (spelltimer <= diff)
                    {
                        DoSpellAttackIfReady(spell);
                        spelltimer = urand(2500, 3000);
                    }
                    else spelltimer -= diff;

                    // Creature_Template->Spell4 : spell Dot sur la cible chaque 10-15s -----------------------------------------------------------------------
                    if (spelltimerdot <= diff)
                    {
                        me->CastSpell(victim, spelldot, true);
                        spelltimerdot = urand(10000, 15000);
                    }
                    else spelltimerdot -= diff;
            }

            void initlevelmob()
            {
                me->SelectLevel();
                me->SetMaxPower(POWER_MANA, me->GetMaxPower(POWER_MANA));
                //me->SetLevel(levelscaledefaut);    // repasse au lvl par defaut pour l'agro suivante
            }
            void agrolevelmob()
            {
                // Prend le lvl de la cible ----------------------------------------------------------------------------------------------------------------
                Unit* victim = me->GetVictim();
                uint32 _level = victim->getLevel();
                me->SetLevel(_level);

                // Rafraichissement des Stats --------------------------------------------------------------------------------------------------------------
                CreatureTemplate const* cInfo = me->GetCreatureTemplate();
                CreatureBaseStats const* stats = sObjectMgr->GetCreatureBaseStats(_level, 8); // Guerrier=1,Paladin=2,Voleur=4,Mage/Moine=8

                CreatureTemplate const* cinfo = me->GetCreatureTemplate();
                ASSERT(cinfo);
                me->SetLevel(_level);
                float basedamage = stats->GenerateBaseDamage(cInfo);
                float weaponBaseMinDamage = basedamage;
                float weaponBaseMaxDamage = basedamage * 1.5f;
                me->SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, weaponBaseMinDamage);
                me->SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, weaponBaseMaxDamage);
                me->SetBaseWeaponDamage(OFF_ATTACK, MINDAMAGE, weaponBaseMinDamage);
                me->SetBaseWeaponDamage(OFF_ATTACK, MAXDAMAGE, weaponBaseMaxDamage);
                me->SetBaseWeaponDamage(RANGED_ATTACK, MINDAMAGE, weaponBaseMinDamage);
                me->SetBaseWeaponDamage(RANGED_ATTACK, MAXDAMAGE, weaponBaseMaxDamage);
                me->SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, stats->AttackPower);
                me->SetModifierValue(UNIT_MOD_ATTACK_POWER_RANGED, BASE_VALUE, stats->RangedAttackPower);
                me->UpdateAllStats();

                uint32 health = stats->GenerateHealth(cInfo);
                me->SetCreateHealth(health);
                me->SetMaxHealth(health);
                uint32 mana = stats->GenerateMana(cInfo);
                me->SetCreateMana(mana);
                me->SetMaxPower(POWER_MANA, mana);
                me->SetPower(POWER_MANA, MaxMana);
            }
            void mouvementmob(uint32 diff)
            {
                // Mouvement off si Mana > 5% ou distance < 20m ---------------------------------------------------------------------------------------------
                if ((me->GetPower(POWER_MANA) > me->GetMaxPower(POWER_MANA) / 20) && (me->IsWithinCombatRange(me->GetVictim(), 20.0f)))
                {
                    AttackStartCaster(me->GetVictim(), 20.0f);                        // Distance de cast
                    void DoRangedAttackIfReady();                                    // Combat a distance
                    me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE);            // ROOT
                }

                // Mouvement on si Mana < 5% ou distance > 20m ----------------------------------------------------------------------------------------------
                if ((me->GetPower(POWER_MANA) < me->GetMaxPower(POWER_MANA) / 20) | (!me->IsWithinCombatRange(me->GetVictim(), 20.0f)))
                {
                    AttackStart(me->GetVictim());                                    // Combat au corp a corp
                    AttackStartCaster(me->GetVictim(), 20.0f);                        // Distance de cast
                    DoMeleeAttackIfReady();
                    me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE);        //UNROOT
                }

                // Mouvement aléatoire si cible < 6m -------------------------------------------------------------------------------------------------------
                if ((resteadistancetimer <= diff))
                {
                    if (me->IsWithinCombatRange(me->GetVictim(), 6.0f) && (me->GetPower(POWER_MANA) > me->GetMaxPower(POWER_MANA) / 20))
                    {
                        float x, y, z;
                        me->GetClosePoint(x, y, z, me->GetObjectSize() / 3, 15.0f);
                        me->GetMotionMaster()->MovePoint(0xFFFFFE, x, y, z);
                    }
                    resteadistancetimer = urand(300, 500);
                }
                else resteadistancetimer -= diff;

                // Quite le combat si la cible > 30m ou >40m de home----------------------------------------------------------------------------------------
                if ((!me->IsWithinCombatRange(me->GetVictim(), 30.0f)) || (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 40))
                {
                    me->AddUnitState(UNIT_STATE_EVADE);
                    EnterEvadeMode(EVADE_REASON_SEQUENCE_BREAK);                    // Quite le combat si la cible > 30m ou > 40m de home
                    me->GetMotionMaster()->MoveTargetedHome();                        // Retour home
                    retirebugdecombat();
                }

            }
            void retirebugdecombat()
            {
                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE);        // UNROOT
                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);            // Retire flag "en combat"
                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);        // Retire flag "non attaquable"

                me->AddUnitState(UNIT_STATE_EVADE);
                me->DeleteThreatList();
                me->CombatStop(true);
                me->LoadCreaturesAddon();
                me->SetLootRecipient(NULL);
                me->ResetPlayerDamageReq();
                me->SetLastDamagedTime(0);
            }
        };

        CreatureAI* GetAI(Creature* creature) const override
        {
            return new Stitch_npc_ai_level_scale_casterAI(creature);
        }
}; 

//################################################################################################
//Stitch Stitch_npc_ai_level_scale_melee - A l'agro s'adapte au level de l'agresseur - AI Melee
//################################################################################################


class Stitch_npc_ai_level_scale_melee : public CreatureScript
{
public: Stitch_npc_ai_level_scale_melee() : CreatureScript("Stitch_npc_ai_level_scale_melee") { }

        struct Stitch_npc_ai_level_scale_meleeAI : public ScriptedAI
        {
            Stitch_npc_ai_level_scale_meleeAI(Creature* creature) : ScriptedAI(creature) { }

            uint32 spellbuf = me->m_spells[0];
            uint32 spellagro = me->m_spells[1];
            uint32 spellagrornd;
            uint32 spell = me->m_spells[2];
            uint32 spelldot = me->m_spells[3];
            uint32 spelltimerdot = 3000;
            uint32 spelltimer = 100;
            uint32 Dist;

            Unit* victim = me->GetVictim();



            void JustRespawned()  override
            {
                initlevelmob();
            }
            void EnterCombat(Unit* /*who*/) override
            {
                if (!UpdateVictim())
                    return;

                agrolevelmob();
                me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
                DoMeleeAttackIfReady();                                // Combat en Melee

                // Spell a lancer a l'agro ------------------------------------------------------------------------------------------------------------------------------
                me->CastSpell(me, spellbuf, true);                    // Creature_Template->Spell1 : Buf sur soi
                spellagrornd = urand(0, 100);                        // Creature_Template->Spell2 : 40% spell d'agro sur la cible
                if (spellagrornd <40)
                {
                    DoSpellAttackIfReady(spellagro);
                }
            }
            void JustReachedHome() override
            {
                initlevelmob();
                me->SetReactState(REACT_AGGRESSIVE);
            }
            void EnterEvadeMode(EvadeReason /*why*/) override
            {
                me->GetMotionMaster()->MoveTargetedHome();                        // Retour home
                retirebugdecombat();
            }
            void UpdateAI(uint32 diff) override
            {
                if (me->IsAlive() && !me->IsInCombat() /*&& !UpdateVictim()*/ && !me->HasUnitState(UNIT_STATE_MOVE) && (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 15)) 
                {
                    EnterEvadeMode(EVADE_REASON_SEQUENCE_BREAK);
                }

                if (!UpdateVictim() || me->isPossessed() || me->IsCharmed() || me->HasAuraType(SPELL_AURA_MOD_FEAR))
                    return;


                Unit* victim = me->GetVictim();
                Dist = me->GetDistance(victim);


                if (me->IsWithinCombatRange(me->GetVictim(), 6.0f)) // Uniquement si au contact
                {
                // Creature_Template->Spell3 : spell  sur la cible chaque 2 a 2.5s ----------------------------------------------------------------------------------------------
                if (spelltimer <= diff)
                {
                    me->CastSpell(victim, spell, true);
                    spelltimer = urand(2000, 2500);
                }
                else spelltimer -= diff;


                // Creature_Template->Spell4 : spell Dot sur la cible chaque 10-15s ---------------------------------------------------------------------------------------------
                if (spelltimerdot <= diff)
                {
                    me->CastSpell(victim, spelldot, true);
                    spelltimerdot = urand(10000, 15000);
                }
                else spelltimerdot -= diff;
                }

                // Quite le combat si la cible > 40m -----------------------------------------------------------------------------------------------------------------------------
                if ((!me->IsWithinCombatRange(me->GetVictim(), 40.0f)))
                {
                    retirebugdecombat();
                }

                // Quite le combat si la cible > 30m ou >40m de home----------------------------------------------------------------------------------------
                if ( ((Dist > 30) || (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 40)) && !me->HasUnitState(UNIT_STATE_MOVE))
                {
                    me->AddUnitState(UNIT_STATE_EVADE);
                    EnterEvadeMode(EVADE_REASON_SEQUENCE_BREAK);                    // Quite le combat si la cible > 30m ou > 40m de home
                    me->GetMotionMaster()->MoveTargetedHome();                        // Retour home
                    retirebugdecombat();
                }

            }

            void initlevelmob()
            {
                    me->SelectLevel();
            }
            void agrolevelmob()
            {
                // Prend le lvl de la cible ----------------------------------------------------------------------------------------------------------------
                Unit* victim = me->GetVictim();
                uint32 _level = victim->getLevel();
                me->SetLevel(_level);

                // Rafraichissement des Stats --------------------------------------------------------------------------------------------------------------
                CreatureTemplate const* cInfo = me->GetCreatureTemplate();
                CreatureBaseStats const* stats = sObjectMgr->GetCreatureBaseStats(_level, 8); // Guerrier=1,Paladin=2,Voleur=4,Mage/Moine=8

                CreatureTemplate const* cinfo = me->GetCreatureTemplate();
                ASSERT(cinfo);
                me->SetLevel(_level);
                float basedamage = stats->GenerateBaseDamage(cInfo);
                float weaponBaseMinDamage = basedamage;
                float weaponBaseMaxDamage = basedamage * 1.5f;
                me->SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, weaponBaseMinDamage);
                me->SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, weaponBaseMaxDamage);
                me->SetBaseWeaponDamage(OFF_ATTACK, MINDAMAGE, weaponBaseMinDamage);
                me->SetBaseWeaponDamage(OFF_ATTACK, MAXDAMAGE, weaponBaseMaxDamage);
                me->SetBaseWeaponDamage(RANGED_ATTACK, MINDAMAGE, weaponBaseMinDamage);
                me->SetBaseWeaponDamage(RANGED_ATTACK, MAXDAMAGE, weaponBaseMaxDamage);
                me->SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, stats->AttackPower);
                me->SetModifierValue(UNIT_MOD_ATTACK_POWER_RANGED, BASE_VALUE, stats->RangedAttackPower);
                me->UpdateAllStats();

                uint32 health = stats->GenerateHealth(cInfo);
                me->SetCreateHealth(health);
                me->SetMaxHealth(health);
            }
            void retirebugdecombat()
            {
                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE);        // UNROOT
                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);            // Retire flag "en combat"
                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);        // Retire flag "non attaquable"

                me->AddUnitState(UNIT_STATE_EVADE);
                me->DeleteThreatList();
                me->CombatStop(true);
                me->LoadCreaturesAddon();
                me->SetLootRecipient(NULL);
                me->ResetPlayerDamageReq();
                me->SetLastDamagedTime(0);
            }

        };

        CreatureAI* GetAI(Creature* creature) const override
        {
            return new Stitch_npc_ai_level_scale_meleeAI(creature);
        }
};

//################################################################################################
//Stitch Stitch_npc_ai_level_scale_heal - A l'agro s'adapte au level de l'agresseur - AI heal
//################################################################################################

class Stitch_npc_ai_level_scale_heal : public CreatureScript
{
public: Stitch_npc_ai_level_scale_heal() : CreatureScript("Stitch_npc_ai_level_scale_heal") { }

        struct Stitch_npc_ai_level_scale_healAI : public ScriptedAI
        {
            Stitch_npc_ai_level_scale_healAI(Creature* creature) : ScriptedAI(creature) { }

            uint32 spellbuf = me->m_spells[0];
            uint32 spellagro = me->m_spells[1];
            uint32 spellagrornd;
            uint32 distancedecast = 30.0f;
            uint32 spell = me->m_spells[2];
            uint32 spelldot = me->m_spells[3];
            uint32 resteadistancetimer = urand(400, 800);
            Unit* victim = me->GetVictim();
            uint32 spellheal = me->m_spells[4];
            uint32 spelltimerheal = 3000;
            uint32 spelltimer = 100;
            uint32 spelltimerdot = 3000;
            uint32 spelltimerMana = 2000;

            void JustRespawned() override
            {
                initlevelmob();
            }
            void EnterCombat(Unit* /*who*/) override
            {
                if (!UpdateVictim())
                    return;

                agrolevelmob();
                Unit* victim = me->GetVictim();
                uint32 _level = victim->getLevel();

                AttackStartCaster(victim, 20.0f);                            // Distance de cast
                mouvementmob(6);
                me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);

                // Spell a lancer a l'agro ---------------------------------------------------------------------------------------------------------------------
                me->CastSpell(me, spellbuf, true);                            // Creature_Template->Spell1 : Buf sur soi
                spellagrornd = urand(0, 100);                                // Creature_Template->Spell2 : 30% spell d'agro sur la cible
                if (spellagrornd < 30)
                {
                    DoSpellAttackIfReady(spellagro);
                }
            }
            void JustReachedHome() override
            {
                initlevelmob();
                me->SetReactState(REACT_AGGRESSIVE);
            }
            void EnterEvadeMode(EvadeReason /*why*/) override
            {
                me->GetMotionMaster()->MoveTargetedHome();                        // Retour home
                retirebugdecombat();
            }

            void UpdateAI(uint32 diff) override
            {
                if (me->IsAlive() && !me->IsInCombat() /*&& !UpdateVictim()*/ && !me->HasUnitState(UNIT_STATE_MOVE) && (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 15)) 
                {
                    EnterEvadeMode(EVADE_REASON_SEQUENCE_BREAK);
                }

                if (!UpdateVictim() || me->isPossessed() || me->IsCharmed() || me->HasAuraType(SPELL_AURA_MOD_FEAR))
                    return;

                mouvementmob(6);

                // Regen mana en combat -------------------------------------------------------------------------------------------------------------------------
                if (spelltimerMana <= diff)
                {
                    uint32 _Mana = me->GetPower(POWER_MANA);
                    int32 _MaxMana = me->GetMaxPower(POWER_MANA);
                    me->SetPower(POWER_MANA, _Mana + (_MaxMana / 5));
                    if (me->GetPower(POWER_MANA) > _MaxMana) { me->SetPower(POWER_MANA, _MaxMana); }
                    spelltimerMana = 4000;
                } else spelltimerMana -= diff;

                // Cast & Heal en combat -----------------------------------------------------------------------------------------------------------------------
                if (spelltimerheal <= diff)
                {

                    Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1, distancedecast, true); // pour heal friend

                    // Creature_Template->Spell5 : heal sur lui meme -------------------------------------------------------------------------------------------
                    if (me->GetHealth() < (me->GetMaxHealth()*0.75))
                    {
                        //DoSpellAttackIfReady(spellheal);
                        DoCast(me, spellheal);
                        spelltimerheal = 2000;
                    }
                    // Creature_Template->Spell5 : heal sur Friend --------------------------------------------------------------------------------------------------
                    else if (Unit* target = DoSelectLowestHpFriendly(distancedecast)) // Distance de l'allié = 30m
                    {
                        if (me->IsFriendlyTo(target))
                        {
                            if (target->GetHealth() < (target->GetMaxHealth()*0.75))
                            {
                                DoCast(target, spellheal);
                                spelltimerheal = 2000;
                            }
                        }
                    }
                } else spelltimerheal -= diff;

                // Creature_Template->Spell3 : spell  sur la cible chaque ----------------------------------------------------------------------------------
                if (spelltimer <= diff)
                {
                    DoSpellAttackIfReady(spell);
                    spelltimer = 2000;
                } else spelltimer -= diff;


                // Creature_Template->Spell4 : spell Dot sur la cible --------------------------------------------------------------------------------------
                if (spelltimerdot <= diff)
                {
                    me->CastSpell(victim, spelldot, true);
                    spelltimerdot = urand(10000, 15000);
                } else spelltimerdot -= diff;

                // Quite le combat si la cible > 30m ou >40m de home----------------------------------------------------------------------------------------
                if ((!me->IsWithinCombatRange(me->GetVictim(), 30.0f)) || (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 40))
                {
                    me->AddUnitState(UNIT_STATE_EVADE);
                    EnterEvadeMode(EVADE_REASON_SEQUENCE_BREAK);                    // Quite le combat si la cible > 30m ou > 40m de home
                    me->GetMotionMaster()->MoveTargetedHome();                        // Retour home
                    retirebugdecombat();
                }

            }

            void initlevelmob()
            {
                me->SelectLevel();
                me->SetMaxPower(POWER_MANA, me->GetMaxPower(POWER_MANA));
            }
            void agrolevelmob()
            {
                // Prend le lvl de la cible ----------------------------------------------------------------------------------------------------------------
                Unit* victim = me->GetVictim();
                uint32 _level = victim->getLevel();
                me->SetLevel(_level);

                // Rafraichissement des Stats --------------------------------------------------------------------------------------------------------------
                CreatureTemplate const* cInfo = me->GetCreatureTemplate();
                CreatureBaseStats const* stats = sObjectMgr->GetCreatureBaseStats(_level, 8); // Guerrier=1,Paladin=2,Voleur=4,Mage/Moine=8

                CreatureTemplate const* cinfo = me->GetCreatureTemplate();
                ASSERT(cinfo);
                me->SetLevel(_level);
                float basedamage = stats->GenerateBaseDamage(cInfo);
                float weaponBaseMinDamage = basedamage;
                float weaponBaseMaxDamage = basedamage * 1.5f;
                me->SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, weaponBaseMinDamage);
                me->SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, weaponBaseMaxDamage);
                me->SetBaseWeaponDamage(OFF_ATTACK, MINDAMAGE, weaponBaseMinDamage);
                me->SetBaseWeaponDamage(OFF_ATTACK, MAXDAMAGE, weaponBaseMaxDamage);
                me->SetBaseWeaponDamage(RANGED_ATTACK, MINDAMAGE, weaponBaseMinDamage);
                me->SetBaseWeaponDamage(RANGED_ATTACK, MAXDAMAGE, weaponBaseMaxDamage);
                me->SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, stats->AttackPower);
                me->SetModifierValue(UNIT_MOD_ATTACK_POWER_RANGED, BASE_VALUE, stats->RangedAttackPower);
                me->UpdateAllStats();

                uint32 health = stats->GenerateHealth(cInfo);
                me->SetCreateHealth(health);
                me->SetMaxHealth(health);
                uint32 mana = stats->GenerateMana(cInfo);
                me->SetCreateMana(mana);
                me->SetMaxPower(POWER_MANA, mana);
            }
            void mouvementmob(uint32 diff)
            {
                // Mouvement off si Mana > 5% ou distance < 20m ---------------------------------------------------------------------------------------------
                if ((me->GetPower(POWER_MANA) > me->GetMaxPower(POWER_MANA) / 20) && (me->IsWithinCombatRange(me->GetVictim(), 20.0f)))
                {
                    AttackStartCaster(me->GetVictim(), 20.0f);                        // Distance de cast
                    void DoRangedAttackIfReady();                                    // Combat a distance
                    me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE);            // ROOT
                }

                // Mouvement on si Mana < 5% ou distance > 20m ----------------------------------------------------------------------------------------------
                if ((me->GetPower(POWER_MANA) < me->GetMaxPower(POWER_MANA) / 20) | (!me->IsWithinCombatRange(me->GetVictim(), 20.0f)))
                {
                    AttackStart(me->GetVictim());                                    // Combat au corp a corp
                    AttackStartCaster(me->GetVictim(), 20.0f);                        // Distance de cast
                    DoMeleeAttackIfReady();
                    me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE);        //UNROOT
                }

                // Mouvement aléatoire si cible < 6m -------------------------------------------------------------------------------------------------------
                if ((resteadistancetimer <= diff))
                {
                    if (me->IsWithinCombatRange(me->GetVictim(), 6.0f) && (me->GetPower(POWER_MANA) > me->GetMaxPower(POWER_MANA) / 20))
                    {

                        float x, y, z;
                        me->GetClosePoint(x, y, z, me->GetObjectSize() / 3, 15.0f);
                        me->GetMotionMaster()->MovePoint(0xFFFFFE, x, y, z);
                    }
                    resteadistancetimer = urand(300, 500);
                } else resteadistancetimer -= diff;

                // Quite le combat si la cible > 30m ou >40m de home----------------------------------------------------------------------------------------
                if ((!me->IsWithinCombatRange(me->GetVictim(), distancedecast + 10.0f)) || (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 40))
                {
                    me->AddUnitState(UNIT_STATE_EVADE);
                    EnterEvadeMode(EVADE_REASON_SEQUENCE_BREAK);                    // Quite le combat si la cible > 30m ou > 40m de home
                    me->GetMotionMaster()->MoveTargetedHome();                        // Retour home
                    retirebugdecombat();
                }
            }
            void retirebugdecombat()
            {
                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE);        // UNROOT
                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);            // Retire flag "en combat"
                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);        // Retire flag "non attaquable"

                me->AddUnitState(UNIT_STATE_EVADE);
                me->DeleteThreatList();
                me->CombatStop(true);
                me->LoadCreaturesAddon();
                me->SetLootRecipient(NULL);
                me->ResetPlayerDamageReq();
                me->SetLastDamagedTime(0);
            }
        };

        CreatureAI* GetAI(Creature* creature) const override
        {
            return new Stitch_npc_ai_level_scale_healAI(creature);
        }
};

//################################################################################################
void AddSC_Stitch_npc_ai_level_scale()
{
    new Stitch_npc_ai_level_scale_caster();                    //Stitch npc_level_scale - s'adapte au level de l'agresseur +AI Caster - cast a distance
    new Stitch_npc_ai_level_scale_melee();                    //Stitch npc_level_scale - s'adapte au level de l'agresseur +AI Melee - cast < 6m
    new Stitch_npc_ai_level_scale_heal();                    //Stitch npc_level_scale - s'adapte au level de l'agresseur +AI Heal
}


Il est a noter qu'avant l'agro du mob et donc son adaptation au level de l'agresseur , la différence de level peut être énorme . 
Le mob peut vous agro de loin si par exemple vous êtes level 10 et que le mob avant adaptation est level 100 par defaut au respawn.
Le core par défaut augmente la distance d'agro suivant la différence de level avec une limite de 25 level, il est possible de limiter cette différence en éditant \src\server\game\Entities\Creature\Creature.cpp comme ci dessous :
  • Recherchez // "The maximum Aggro Radius has a cap of 25 levels under. Example: A level 30 char has the same Aggro Radius of a level 5 char on a level 60 mob."
  • Remplacez 
Citation :if (leveldif < - 25)
  leveldif = -25;

par

if (leveldif < -10) 
leveldif = -10;

EDIT : Ce test existe une seconde fois dans le meme fichier , recherchez donc if (leveldif < - 25)
Correction du petit bug signalé par monsieur Noc sur le fichier et le listing , merci a lui Smile
Le test sur la difference de lvl existe une seconde fois dans le meme fichier , recherchez donc if (leveldif < - 25)
Correction du bug de passivité après évade.
Mise a jour du script , version Novembre 2020