Add Ironforge guard emote response script#95
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billy1arm
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Jun 5, 2026
| { | ||
| case TEXTEMOTE_WAVE: | ||
| m_creature->MonsterTextEmote( | ||
| (name + " waves at you.").c_str(), pPlayer); |
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The strings should come from the database rather than being hardcoded
billy1arm
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Jun 5, 2026
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The strings should come from the database rather than being hardcoded.
create_ai_texts iirc.
see:
https://github.com/mangos/ScriptDev3/blob/master/scripts/northrend/violet_hold/boss_ichoron.cpp
for an example
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Summary
Adds an Ironforge-specific guard script so Ironforge Guards respond to targeted Alliance player emotes, matching observed retail/classic behavior.
This intentionally does not enable the behavior for all generic city guards. Ironforge Guard entry
5595is handled by a dedicatedguard_ironforgescript so other guards bound toguard_genericremain unchanged.Changes
guardAI_ironforge, inheriting fromguardAI.ReceiveEmotehandling for Ironforge Guards.TEXTEMOTE_RASPhandling toDoReplyToTextEmote, mapped with the other mocking/taunting emotes.guard_ironforgescript in the guards script loader.pPlayer->GetTeam() == ALLIANCE.Supported responses
Tested targeted player emotes:
/wave/salute/kiss/shy/rude/rasp/chickenThe guard performs the response animation and sends the visible monster emote chat text.
Scope
This is deliberately Ironforge-only.
The existing generic guard script remains unaffected. Other city guards do not gain this behavior from this patch.
Testing
Tested in-game with Ironforge Guard entry
5595.Confirmed:
/wave,/salute,/kiss,/shy,/rude,/rasp, and/chickenall work.guard_genericare unaffected.Notes
The database binding change is in the matching database PR. This ScriptDev3 PR should be merged before or alongside the DB update that binds entry
5595toguard_ironforge.This change is