New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Scripts/Ebon Hold: Bloody Breakout #24126
Conversation
Could someone help with a couple of issues?
(28912,7,0,'The death of the High Inquisitor of New Avalon will not go unnoticed. You need to get out of here at once! Go, before more of them show up. I''ll be fine on my own.',12,0,100,1,0,0,29239,0,'Koltira Deathweaver'),
(28912,8,0,'I''ll draw their fire, you make your escape behind me.',12,0,100,1,0,0,29240,0,'Koltira Deathweaver'),
(28912,9,0,'Your High Inquisitor is nothing more than a pile of meat, Crusaders! There are none beyond the grasp of the Scourge!',14,0,100,22,0,0,29241,0,'Koltira Deathweaver');
|
This comment has been minimized.
This comment has been minimized.
For the despawn you can put 1188 as action in the last point, but better to find why me->DespawnOrUnsummon() is not working before. |
Works good in overall now. Some minor issues are still present but they were there with the original script too tho (like emotes). |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Looks good to me.
Emotes are not played because they are override by me->SetByteValue |
Does that mean they could be played if that line is removed in the script while the values are set in the DB or by SAI? |
The first emote (first text) is playing I think but bytes are being set. |
No Idea in this case |
Maybe a timing issue, as noted in #22287 ? |
There's a missing text: "Stay in the anti-magic field! Make them come to you!" , 29225 |
Added lines. |
what's the status with this PR ? |
Need I final test, and maybe check the cpp. |
Everything looks fine except in case the player dies, I think in this case it's better to despawn Koltira and every summoned npc, and set the quest to failed. Also if the player leave the area a reset must happen. |
Isn't Reset called in such case? |
When I died the script kept going an summoning npcs. |
Added 5 sec check (until outro events) that will despawn Koltira && summons if player is dead/30m from Koltira). |
In which case: void Reset() overridevoid Reset() override will be triggered ? |
At respawn. |
It looks good, it can be merge |
{ | ||
{ 1653.36f, -6038.34f, 127.584f }, | ||
{ 1653.765f, -6035.075f, 127.5844f }, | ||
{ 1651.89f, -6037.101f, 127.5844f } |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Cosmetic/codestyle: 8 space indent is slightly redundant. Reduce to 4 ?
Maybe this is a proper time to consider adding the commit 9009c82 to make |
Thanks for the PR :) |
* Scripts/Ebon Hold: Bloody Breakout * Scripts/Ebon Hold: Bloody Breakout (part 2) * Improvements * Fail quest * Spacing * Update 9999_99_99_99_world.sql * Update 9999_99_99_99_world.sql * Rename 9999_99_99_99_world.sql to 2020_02_28_04_world.sql Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com> (cherry picked from commit 2b14b72)
Changes proposed:
Rework existing script.
Target branch(es): 3.3.5
Issues addressed:Tests performed: Works good in overall.