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
- no longer possible to get quest "stuck" in uncompletable state
- implement script for Captain Saeed with escortAI instead of EAI
- corrected temp faction of Protectorate NPCs
- details for post fight script (Teleport spell, text corrected)
- proper emote states added
Near complete re-implementation of Swamplord Muselek in Underbog.
Now scripted in SD2 instead of DB. Claw is still EventAI.
Now behaves much more blizzlike. These changes largely were done with Sniff/video confirmation (with a small amount of "Seems like this works this way").
Potential Issues:
- When he distances himself, has the potential to never re-enter combat normally if "DistancingEnded()" never triggers
- Still Aimed Shots people like a mac truck from hell, but I'm not 100% sure this is non-blizzlike
- I'm not sure if claw casts a different spell roar in Heroic (I know the % armor reduciton is different) or if other spells have heroic variants
* Handle Arcanite Buoy event for quest 8729 (The Wrath of Neptulon):
- drop DBScript support
- add visual GO working only during the event
- spawn Maws, script it and give him movement