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Kerlonian Evershade (ID: 11218) is using the wrong model of bear form when you are not on the quest, he should be sleeping in the model of the druid class bear form (currently he has a normal bear model).
When you wake him up using the Horn of Awakening (ID: 13536) a voice sound should be played saying "I'm awake, I'm awake" or "The sleeper has awakened!" and written so in the chat too.
There should be 2 scripted encounters while moving on the road (only on the road). one encounter is with 3 furbolgs, the other is with 2 undead (Forsaken Scout).
Tagging @cala just in case the scripted road events could possibly be done via DB :)
he has now correct bear form.. and also starting quest will change to human's one
and he will keep that form all the way... aggroin etc... so this part is ok ;)
but :)
in final part where he says smth and despawns... he will respawn with human model and on possition where he despawned :/ ... (i had to kill him.. to force respawn at spawn point - also with human model) , so smth is not right still
Also... we still missing both sounds for him... and that 2-part event with ambush...(i have an idea how to do it...and will try soon*
thank you.
Udpate: 13/12/15
Script should do a check... if player has quest available...(if not ... druid should despawn)
Currently... player can easy abandon quest (during it) ... and keep druid forever (like a pet).. we need to prevent this somehow..
Also:
good news: I have found both missing voices for him:
-- sound_id = 6209 -- The sleeper has aweken ( this sound comes only when quest starts)
-- sound_id = 6700 -- using the Horn of Awakening (ID: 13536) - this one is 4 random voices...
-- and you can hear on vid i gave above.. 2 voices from it.
@xfurry
As i said before... I made all missing stuff working:
his voices on item (horn) use
ambush (both of them)
unfortunately this req. Both sd2_script and EAI (ACID) to work together
You said once that is possible.. to make it work (in special ocasions) ...
Can u show me how to? or give me example...
So i could make more tests... and maybe finally finish this quest ;)
@Grz3s You can try this for the sound: http://paste2.org/xse5UWJ1
However it's kind of tricky to find a way to trigger the ambush. Since this is a "follower" quest, the only way to do this, is to constantly check for map coords. Unless you know something which I don't (like some hidden map trigger.
I noticed that for the Furbolg ambush the event starts around this location: X: 4493.221680 Y: 275.150818 Z: 58.861740
tested new patch - sound works fine ;) 👍
About ambush:
Few facts:
both ambushes happens in exact same place always! (you can see on vid where)
first ambush can be avoid by player using path through forrest (but 99% ppl will choose road) ;)
second abush will never be avoided ..because they're is no other way :)
my plan was to use .. not used by anything - trigger:
npc:14495
spawn him in both locations:
first: 4484.9 270.564 59.4335
and by db_scripts with command 35, send AI_EVENT. (event 5 for first ambush and event 6 for second)
from this point was easy to create script for Kerlonian Evershade - he could respond for that call by EAI (using anything i liked to)
You can check how working script looked like: (only for first ambush)
DELETEFROM creature WHERE guid=151050;
INSERT INTO creature VALUES (151050,14495,1,1,1,0,0,4484.9,270.564,59.4335,0.237152,120,0,0,64,0,0,0);
--UPDATE creature SET MovementType =2, spawndist =0WHERE guid IN (151050);
DELETEFROM creature_movement WHERE id IN (151050);
INSERT INTO creature_movement (id, point, position_x, position_y, position_z, waittime, script_id, orientation, model1, model2) VALUES
(151050,1,4484.9,270.564,59.4335,5000,1449501,0.237152,0,0);
DELETEFROM dbscripts_on_creature_movement WHERE id =1449501;
INSERT INTO dbscripts_on_creature_movement (id, delay, command, datalong, datalong2, buddy_entry, search_radius, data_flags, dataint, dataint2, dataint3, dataint4, x, y, z, o, comments) VALUES
(1449501,1,35,5,30,0,0,0,0,0,0,0,0,0,0,0,'SEND_AI_EVENT'),
(1449501,3,31,11218,30,0,0,0,0,0,0,0,0,0,0,0,'search for 11218'), -- desp only if 11218 has been found
(1449501,4,18,0,0,0,0,0x04,0,0,0,0,0,0,0,0,'desp');
-- npc_kerlonian-- http://www.wowhead.com/spell=17536/awaken-kerlonian#used-by-itemDELETEFROM`creature_ai_scripts`WHERE`creature_id`=11218;
INSERT INTO`creature_ai_scripts`VALUES
('1121801','11218','11','0','100','0','0','0','0','0','22','0','0','0','0','0','0','0','0','0','0','0','Kerlonian Evershade - Set Phase 0 on Spawn'),
('1121802','11218','8','0','100','1','17536','-1','0','0','4','6700','0','0','0','0','0','0','0','0','0','0','Kerlonian Evershade - play sound on SpellHIT'),
('1121803','11218','30','0','100','1','5','14495','0','0','1','-10000','0','0','22','1','0','0','0','0','0','0','Kerlonian Evershade - Say and set PHASE 1 on Receive AI Event A'),
('1121804','11218','29','1','100','1','2000','2000','0','0','32','2169','0','29','32','2169','0','30','32','2171','0','31','Kerlonian Evershade - summon first ambush(Phase1)'),
('1121805','11218','29','1','100','1','3000','3000','0','0','22','0','0','0','0','0','0','0','0','0','0','0','Kerlonian Evershade - set PHASE 0(Phase1)'),
('1121806','11218','7','0','100','1','0','0','0','0','22','0','0','0','0','0','0','0','0','0','0','0','Shadow Council Warlock - Set Phase to 0 on Evade');
UPDATE creature_template SET AIName ='EventAI'WHERE`entry`='11218';
-- textsDELETEFROM`creature_ai_texts`WHERE`entry`IN ('-10000','-10001');
INSERT into`creature_ai_texts` (`entry`,`content_default`,`sound`,`type`,`language`,`comment`,`emote`) VALUES
('-10000','Be on the alert! The Blackwood furbolgs are numerous in this area...','0','0','0','11218','0'), -- first ambush
('-10001','It\'s quiet... Too quiet...','0','0','0','11218','0'); -- second ambush-- summonsDeletefrom`creature_ai_summons`where`id`IN (29,30,31);
Insert into`creature_ai_summons`values
('29','4480.79','248.848','60.5918','1.06','300000','2169'), -- correct xyz
('30','4470.68','260.508','59.0824','0.59','300000','2169'), -- correct xyz
('31','4461.42','271.358,','61.7843','6.22188','300000','2171'); -- correct xyz
Activity
scotty0100 commentedon May 29, 2015
Note: Currently you CAN complete the quest. Just that none of the scripted road events work & model is wrong.
cala commentedon Jun 24, 2015
Model is probably a DB issue.
The NPCs audio and text emotes can be handled in various way. I'll look at it.
Thanks for your report. :)
xfurry commentedon Oct 26, 2015
@cala can you find any video of this event, so we can check and correct it?
Grz3s commentedon Oct 26, 2015
https://www.youtube.com/watch?v=sx8a-iu17NI starts at 0:46
xfurry commentedon Nov 2, 2015
Does this patch help?
I know that the road events are not scripted, but this should help with the model on evade.
cala commentedon Nov 6, 2015
Nice! I will test this, but expect some delay in the feedback: my todo list is very long at the moment.
Grz3s commentedon Dec 12, 2015
hi @xfurry just tested your patch....
but :)
Also... we still missing both sounds for him... and that 2-part event with ambush...(i have an idea how to do it...and will try soon*
thank you.
Udpate: 13/12/15
Script should do a check... if player has quest available...(if not ... druid should despawn)
Currently... player can easy abandon quest (during it) ... and keep druid forever (like a pet).. we need to prevent this somehow..
Also:
good news: I have found both missing voices for him:
-- sound_id = 6209 -- The sleeper has aweken ( this sound comes only when quest starts)
-- sound_id = 6700 -- using the Horn of Awakening (ID: 13536) - this one is 4 random voices...
-- and you can hear on vid i gave above.. 2 voices from it.
Update and fix quest 9528
Partially fix quest 5321
Grz3s commentedon Feb 10, 2016
hi small update to this:
correct sound on quest start added:
unified-db/Database@62b958f
Partially fix quest 5321
Partially fix quest 5321
Grz3s commentedon Feb 22, 2016
@xfurry
As i said before... I made all missing stuff working:
unfortunately this req. Both sd2_script and EAI (ACID) to work together
You said once that is possible.. to make it work (in special ocasions) ...
Can u show me how to? or give me example...
So i could make more tests... and maybe finally finish this quest ;)
BTW this a sample for 1st ambush (made only for tests)
https://www.youtube.com/watch?v=FCynFo4PTFE&feature=youtu.be
xfurry commentedon Feb 23, 2016
@Grz3s You can try this for the sound: http://paste2.org/xse5UWJ1
However it's kind of tricky to find a way to trigger the ambush. Since this is a "follower" quest, the only way to do this, is to constantly check for map coords. Unless you know something which I don't (like some hidden map trigger.
I noticed that for the Furbolg ambush the event starts around this location:
X: 4493.221680 Y: 275.150818 Z: 58.861740Grz3s commentedon Feb 24, 2016
tested new patch - sound works fine ;) 👍
About ambush:
Few facts:
my plan was to use .. not used by anything - trigger:
npc:14495
spawn him in both locations:
You can check how working script looked like: (only for first ambush)
Partially fix quest 5321