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Quest_11189_Rework
Major rework of the quest Take Down Tethyr! Quest was incorrect in almost every way it was implemented and was missing many things KNOWN ISSUES: - I implemented the World State updates based on what I saw in the BEM scripts, but it doesn't appear to be working. The text at the top of the screen indicating how many marksmen remain doesn't appear for me - Looks like there are big sparkles around the cannons, this wasn't happening until I pulled latest, so not sure if it's the GO itself or the invisible creature - Tethyr's Spout spells seem to not be hitting the NPCs in the area, it was working fine until I pulled latest today. Hits players fine - Marksmen AI doesn't seem to want to stay at a range despite having their EventAI to activate ranged mode. Was working fine until I pulled latest today - Tethyr's movement speed is really slow - Not all of the marksmen engage Tethyr in combat when called to in SD2. It seems marksmen around or beyond 100 units away from Tethyr don't aggro onto it like they should. Their shoot spell (42580) has a 100 yd range
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5 changed files with 361 additions and 162 deletions
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@ -562,6 +562,8 @@ UPDATE creature_template SET ScriptName='npc_restless_apparition' WHERE entry=23
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UPDATE creature_template SET ScriptName='npc_private_hendel' WHERE entry=4966;
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UPDATE creature_template SET ScriptName='npc_stinky_ignatz' WHERE entry=4880;
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UPDATE creature_template SET ScriptName='boss_tethyr' WHERE entry=23899;
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UPDATE creature_template SET ScriptName='npc_major_mills' WHERE entry=23905;
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UPDATE creature_template SET ScriptName='mob_invis_firework_helper' WHERE entry=24025;
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INSERT INTO scripted_areatrigger VALUES
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(302,'at_sentry_point');
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INSERT INTO scripted_areatrigger VALUES
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