* 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
Bosses: Najentus, Supremus, Shade of Akama, Gorefiend and Bloodboil
Also implements two RPs, mobs turning friendly and some trash abilities
Authors:
Killerwife, Qingle, AnonXS, MantisLord
Add all the missing texts, emotes, sounds, and other misc easter eggs
Script for Mojo was ported from Hellground core
TODO: Front entrance celebration and Post-Zul'jin flavor scripts for these NPCs
Large overhaul of the Vexallus fight
KNOWN ISSUES:
- Not 100% certain on his timers
- The visual animation when you kill a spark dude isn't triggering on their death
- The spell that removes the debuff when Vexallus dies seems to not work
Barnes has been working on his problem with stage-freight. He will no longer close his eyes as he walks out on stage, and will actually face the crowd when speaking
Added a few missing lines of text from magisters/vindicators. I beleive there are more texts but I dont have them sniffed/on video. Added what i know should be there