Trinitycore: DB/Quest: Hallow's End event quests

Created on 15 Oct 2013  路  15Comments  路  Source: TrinityCore/TrinityCore

Branch-3.3.5a Comp-Database Sub-Achievements Sub-Quests Sub-Spawns

All 15 comments

Lack of information, dude. Include quest,npcs,gos links and TDB revision. Wtf are you doing anyway? Report and confirm your report?

update

confirme the horseman doesn`t spawn in Goldshire last.

rev. b1bef5b0c6e72ef7ae0470bb7009305280bf4845 and last db.

The horseman triger at goldshire is visible it must be unvisible.

Has any one a fix for that?

confirm and tested on TrinityCore rev. 2853e57c3fcb+ 2013-10-20 07:47:09 -0700 (master branch) (Win64, Release)

btw. you should use another video ^^...I can't see it in germany :(

confirmed broken on https://github.com/TrinityCore/TrinityCore/commit/f6f102c70b

Some details from Goldshire:

  • There are only two Scarecrows spawned
  • There is only one water source next to the Scarecrows, the one near the questgiver seems to be missing
  • None of the buildings burn
  • None of the Scarecrows burn
  • The Headless Horseman doesn't seem to spawn

Note:

I did not start the event using GM commands, it is naturally running (due to proper season). I can accept the quests from the NPC in Goldshire but that is all.

For those who actually want to make this work.

Flame bunny needs to have it's own script. headless horseman should NOT spawn flame bunnys, but should spawn wisps instead. Simple change to make, which frees this npc up for the event.

A flame bunny should be at each spot a fire can burn.

When a flame bunny is hit by a spreading fire spell, it should spawn a fire on top of it. Being hit by the horseman's start fire spell causes the same effect, but with a fire at level 2 instead of 1.

Spread Fire spell should target only flame bunny.

Matron should have GUID based SAI, and spawn the shade on quest accept in the right spot for the zone. It may need core scripting instead, though, to hide the let the fires coem quest and switch to stop the fires quest when let the fires come is taken. send data actions and events can make the orphans talk.

Shade of Horseman respawn event can be linked to zone. so it will have six respawn events, one for each zone. this can then call waypoint from waypoints table, and do his other scripting. at known points in the waypoint path, it can cast the spell on a flame bunny to start fires. two sets of waypoints for each zone. the fly-in, and the ircle around while waiting. Implementing time out and the other stuff is pretty easy.

Once a fire is spawned, and gets big enough, it casts spread fire on nearby flame bunnies that don't have the buff. which triggers each to spawn a fire. if there's already a fire there it won't spread, data send events in smartAI can also manage this, which them only responding to spread in phase 1, switching to phase2 two when they spawn one, and when the dead fire notifies it, going back to phase 1 and removing the buff.

I can't say for sure this is blizzlike, but it's one way to implement the event inside the database. I'm working on it now. still need sniffs for where the flames can spawn, so I'm just guessing.

Fire Training 11361 does not work. Tested on the Horde side. You can grab the buckets of water but there is no fire to put out.

Confirming this does not work as of 3.3.5, commit 6a471755231e. I just tried it a minute ago on Horde side and will verify Alliance side momentarily. Can only run around with a water bucket and pretend to throw water on anything you set the target on. In other words, the green target indicator appears after using the bucket in the inventory. In 7.x however, one can simply pick up the bucket, go to the Masked Matron and pick up the quests for insta-completion on the spot, without so much as a drop spilled.

Any chance of these getting fixed or anyone know of a workaround?

This issue https://github.com/TrinityCore/TrinityCore/issues/11049 is still present in 2019 revision from few days ago, tested now both Horde and Alliance, nothing works,. You can see DND spawns where fires should be, however no fires, also Horseman never spawns to create fires. The only thing working here is a bucket of water.

I can confirm issue # 11049 in TDB 335.19101 - 2019/10/18. Compiled and tested a few minutes ago.

@Treeston could this be revived? because so far nothing in this issue is working in latest revisions up until #11049

Is there any particular reason I'm being pinged into this issue?

Halllow's End 2020 courtesy ping - still no fires

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