Scripting for quest 10707, The Atamal Terrace
- Soulstealers stay in combat once engaged despite never moving or attacking
- Event only resets if all players are dead, have left the area (100 distance check) or were dropped from threatlist due to spells like Vanish or Feign Death
- Soulstealers do not respawn, a player can begin and finish the event with any amount of soulstealers alive
- I've tested every edge case I can think of and nothing seems to bug the event in a way where it fails to reset when it should
KNOWN ISSUES:
- When Deathwail is in the air, he hurls fireballs down which explode and leave fire behind, the fire is a GO and should damage the player if they stand in it, but it does not
go = 185133
spell = 38368
- The despawning and respawning of the Heart of Fury's game object seems like it does not always work right (done in SD2)
- The fel fire attack (38312) from deathwail should summon an invisible NPC called Fel Fire Summoner (22121) but it isn't. I added a line in the SD2 to summon the npc, if this is fixed that should be removed
- I'm not certain that the soulstealers should be able to respawn while deathwail is alive on the ground, if they do, they will not bug out, however
- I added linking so if any of the soulstealers respawns, the Heart of Fury visual NPC respawns so their channel spell doesn't break but it seems only the linking with the soulstealer with the highest GUID works
- The Shadowmoon Retainer adds' movement isn't perfect but I did pull their spawn coords from sniff
- VERY MINOR: The heart of fury visual NPC blocks the player's cursor and I think it shouldn't. The npc is not selectable but if you try to hover over the heart of fury GO you won't see its name tooltip box show up
- Potential: Deathwail has a 5 minute despawn timer once he descends that ticks even while he is in combat. I'm not sure this is the correct way to do this especially considering soulstealers can respawn while he is still alive (5 min respawn)
Slam period of not doing anything is changed from serverside script to stun spell Looking Around
Cave in now no longer uses cumulative timers, its now static timer and much lower
Spells now fully utilize their GCD values. If Qingle didnt add Hurtful Strike primer script, it would not work (good catch).
Fixed aggro text typo. Maybe addons will respond better now.
* Port Arcatraz Defender AI from ACID to SD2 (no longer casts kill spell on players)
* Protean Horrors will now stop spawning when Warders are killed
* Protean Nightmares will now stop spawning when Defenders are killed
* Implemented dummy for Shoot Arcane Explosion Arrow 36327
Changes for more blizzlike 9868 & 9879
- Threw out old garbo waypoints. New pulled ones from sniff
- Added a few missing texts
- Corrected npcs ignoring enemies and just walking to the end of the escort (used faction change from sniff)
- Tweaked AI to not cast totem instantly on aggro but when below 85% hp
- Receives AI event to enable/disable questgiver flag
All three tables now use same structure. Added comment column to other
two WP tables.
In addition to that, escort entries which spawn in different places are
now able to have different WPs.
Despite adding dbscript column to script_waypoints, it should not be
combined with C++. The sync was done mainly so that in the future we
have only one structure for everything.
Orientation was moved after XYZ for greater clarity.
* Consider the four wolves/worgs in Wolf Master Nandos as a single pack
* Make Wolf Master Nandos engage in combat once the pack is defeated (if not already aggroed)
Implements 3 scripts - Hellfire wide buffs from Magtheridons head quests
Shattrath + TK wide buff from Kaelthas verdant sphere quest
Zeppelin gossips for zeppelin masters
Requires DB commits too
* Handle separately Nefarian phase 1 and phase 2 as it is done in retail
* Clean-up Lord Victor Nefarius and Nefarian scripts accordingly (they
only take care of their own stuff/phase)
* Move the encounter coordination/reset/clean-up to the instance script
* Rework of phase 1:
- Rework and use proper mechanics for tunnels/drakonids selection (the
selection is now saved in instance script for the instance lifetime,
like Chromaggus breaths)
- Use proper spells for summoning the drakonids
- Make normal and chromatic drakonids use separate timers as they should
- Fix timers
- Move to ACID stuff that should be handled there (corpse despawn,
drakonid bones GO summoning...)
- Add support for Shadowblink ability
- Add 5 sec delay before starting phase 2 when phase 1 ends
* Rework of phase 2:
- Add proper waypoints for Nefarian so he will now enter the stage by
flying like expected
- Fix yells
- Add missing aura/move related one to DB for phase 2 intro
- Fix Shadow Flame that was not working when Nefarian lands
- Fix timers
- Make class calls only call for classes that are indeed present in the
raid (no more shaman call for Alliance classic raids)
- Use proper spell to raise dead drakonids
* Code clean-up