* Rework phase 2 of Thaddius encounter in Naxxramas
- Prevent Thaddius from being stucked if raid wipe in phase 2
- Allow Thaddius to move and follow people
- Activate/Desactivate the tesla GOs when entering phase 2 for better visual, as it should
- Improve Lightning Ball
- Remove WotLK emote
- Fix texts
- Add emote for Tesla Coil when starting phase 2
* Rework phase 1 of Thaddius encounter in Naxxramas:
- Remove emotes only used in WotLK to help players understanding what's happening
- Simplify code for Feugen and Stalagg
- Implement Magnetic Pull mechanic
- Fully redesign the tesla coil mechanic by removing specific code and AI while relying instead on dedicated spells and core systems (spells, targeting, combat/relation management)
- Move encounter reset management to instance script level to prevent unexpected behaviour while reseting
* Global rework of Heigan the Unclean encounter in Naxxramas
- Fix many timers
- Fix taunt yells
- Fix death yell
- Remove WotLK content (skill and emotes)
- Properly implement players teleport (correct logic and spell)
- Full rework of eruption mechanic with use of proper spells and timers
- Fix Heigan movement when switching between ground and plateform
- Properly handle entrance door closure/opening
To do: take care of the eye stalk tunnel
Sources:
Sniffs
https://youtu.be/wcHcHTAGGsohttps://youtu.be/prxuYSeT0AAhttps://youtu.be/x6RSI3Zd-zY
* Improve Four Horsemen encounter in Naxxramas:
- Improve timers
- Add missing say when using special ability for each horsemn
- Refactor script code with a super class for the common horsemen behaviours, using children classes only for the specific ones (different yell/say or targeting logic)
- Fix text type for Lady Blaumeux
* Improve Instructor Razuvious encounter in Naxxramas
- Add missing emote when doing Triumphant Shout (and only when hitting eligible target)
- Rework yells: yell when taunt/engaged by one of his adds, move some yells to the correct place
* Improve Silithid Royalty encounter in Temple of Ahn'Qiraj
- Make all three bugs inherit from a parent class holding shared abilities
- Reset the encounter if one of the bosses is moved out of the room
- Add dummy code for consume mechanics when one of the bosses is defeated (this needs a bit more research)
- Add missing Thrash ability for Lord Kri
- Add missing Knockdown ability for Vem
- Add missing Ravage ability for Princess Yauj
- Rework timers
Sources:
https://youtu.be/YAPjGr56rEchttps://youtu.be/CLbsf2IRKFQhttps://youtu.be/Ypbi9vF15uMhttps://youtu.be/thgjRKT4tyI
* Prophecies from Skeram should be heard in the instance before he is engaged by players
* Clean-up Prophet Skeram texts
* Correct errors in ScriptDev2.sql
- use SWITCH instead of IF whenever possible
- Drop script for NPC 9457 (Horde Defender) as it will be handled in ACID
- Variable naming convention
- Reduce use of iterators
- Simplify code and logic to prevent multiple phases
* Rework Twin Emperors intro in Temple of Ahn'Qiraj
- adjust timers
- make Master's Eye emote readable by players
- add kneel/stand for Emperors
- add missing emotes
- make the intro only happen once
Source used: https://www.youtube.com/watch?v=922TfiTM4LY
Smolderwing will now run up to the flag correctly to burn it down and be untargetable until this happens.
Done in SD2 because DB lacked capability to tell the creature to walk up to a GO
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