Use BCT instead of ScriptTexts, Add AuraScript for RRH Fixate instead of AI Script
He does not smartselect RRH target, random player even tank, nomatter if in melee range or has mana
Timers are more random, even RRH at times but keep for consistency (27-33)
Does not Aggro right away on spawn, rather the typical delay of few seconds
https://youtu.be/gXyy9BDBrO4?t=44https://youtu.be/jT9yyVgVoAY?t=6https://youtu.be/qNRFtc10Nlo?t=310
Closes https://github.com/cmangos/issues/issues/2313
Credit: Vmangos for original implementation. Killerwife rewrites for our worldstate system. Mantislord event data. Anon EAI port. Killerwife rest of db data.
Highlights: Implementation of gauntlet using dynguid tech.
Implementation of some trash npcs.
Full revamp of all bosses using newest tech.
Authors: yours truly, AnonXS, Trugge
All gates will start open by default. This is a special feature for progressive servers to control the release of SWP similar to how Blizzard did in TBC.
This feature never made it to the live game - it was only seen on the 2.4 PTR. Instead, Blizzard ended up manually opening the gates on certain dates for each region.
* Add AI for the spawns on the Isle of Quel'Danas (no AI needed for the spawns in Shattrath City)
* Add death persistent attribute to their serverside transform spells (when they die, their corpses should not immediately disappear)
* Script NPC 16027 (Living Poison) in SD2 because OOC LoS in ACID as a minimal possible value higher that what is needed (due to model data).
Closes https://github.com/cmangos/issues/issues/2485
* Fixes for Aurius event in Stratholme :
- fix stand state
- fix faction so he can again attack Baron Rivendare
- fix quest display for players that already completed the event once
- fix broadcast text using ID intended to horde NPC
* Fix quest 8736 (The Nightmare Manifests):
- Make Eranikus fly and land properly
- Fix waypoints following escort logic rework
- Fix several relation issues preventing NPC to enter combat and reseting the whole event
- Re-add Classic realm wide emotes
* Refactor code:
- use timers instead of waypoint wait time workaround
- simplify code (less duplicates, unneeded variables...)
* Add missing text yells, says and emotes
* Improve timers
* Various improvements like running and emotes in the right places
Thanks @Grz3s for his help
* Rework Archmage Arugal in Shadowfang Keep:
- Move AI to RangedCombatAI
- Improve and secure teleport logic
- Move possess yell to the correct place
- Remove many helper methods that can now be replaced by more robust core features/methods
- Prevent Arugal's Voidwalker from entering combat on spawn (thanks @Tobschinski)
Timers are probably off though...