After clicking on the rune, we must wait until the seal is lifted. However, you do not see a seal and you have to click on the door manually
Like video
https://www.youtube.com/watch?v=TssjgNMJuPk&t=10s

The quest is currently as in the video below
https://www.youtube.com/watch?v=xrUCOwy3S8s
master
@grimgravy thanks! It would be nice if you could open a PR :)
Tested in game with fix included. It's okay ( Players can now click on that ''Mausoleum Trigger'' and the doors are opening. The NPC Ulag the cleaver coming outside on Horse and attacking player) - Just like on the Video (The creature Waypoint should be updated too- Image included). Also, Will create PR for this(For WP's, since i'm not experienced with it, would be good if someone is able to update it). Thanks @grimgravy

Update: The WP is updated, and its correct now
Why not C++scripts
`/*######
enum Mausoleum
{
QUEST_ULAG = 1819,
NPC_ULAG = 6390,
GO_DOOR = 176594
};
class npc_ulag_the_cleaver : public CreatureScript
{
public:
npc_ulag_the_cleaver() : CreatureScript("npc_ulag_the_cleaver") { }
CreatureAI* GetAI(Creature* creature) const
{
return new npc_ulag_the_cleaverAI(creature);
}
struct npc_ulag_the_cleaverAI : public ScriptedAI
{
npc_ulag_the_cleaverAI(Creature* creature) : ScriptedAI(creature) { }
void Reset()
{
me->CastSpell(me, 23246, true);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_NON_ATTACKABLE);
me->NearTeleportTo(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY(), me->GetHomePosition().GetPositionZ(), me->GetHomePosition().GetOrientation());
}
void EnterCombat(Unit* /*who*/)
{
if (GameObject* pDoor = me->FindNearestGameObject(GO_DOOR, 50.0f))
pDoor->SetGoState(GO_STATE_READY);
me->RemoveAurasDueToSpell(23246);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_NON_ATTACKABLE);
}
};
};
class go_mausoleum_trigger : public GameObjectScript
{
public:
go_mausoleum_trigger() : GameObjectScript("go_mausoleum_trigger") { }
bool OnGossipHello(Player* player, GameObject* go)
{
if (player->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE)
return false;
if (GameObject* pDoor = player->FindNearestGameObject(GO_DOOR, 30.0f))
{
pDoor->SetGoState(GO_STATE_ACTIVE);
player->SummonCreature(NPC_ULAG, 2391.103f, 335.246f, 40.02f, 2.2345f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 10000);
if (Creature * pTrigger = player->FindNearestCreature(NPC_ULAG, 50.0f))
{
pTrigger->CastSpell(pTrigger, 23246, true);
pTrigger->GetMotionMaster()->MoveFollow(player, 1.0f, 3.0f);
}
return true;
}
return false;
}
};
void AddSC_tirisfal_glades()
{
new npc_calvin_montague();
new npc_ulag_the_cleaver();
new go_mausoleum_trigger();
}`
UPDATE gameobject_template SET flags=114, ScriptName="" WHERE entry IN (176594);
UPDATE creature_template SET ScriptName="npc_ulag_the_cleaver" WHERE entry IN (6390);
Why not C++scripts
It's moved to SAI now
whatever can be moved to SAI (without any breaks), it should be moved to SAI
SAI faster then C++ more clean and etc
Most helpful comment
SAI faster then C++ more clean and etc