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Scripts/ShrineOfTheStorm: Implement Tidesage Council encounter #31187

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aquadeus
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@aquadeus aquadeus commented Aug 2, 2025

Changes proposed:

  • Implement Tidesage Council encounter

Tests performed:

Tested in-game

Comment on lines +475 to +476
if (unit->GetEntry() != BOSS_BROTHER_IRONHULL || unit->GetEntry() != BOSS_GALECALLER_FAYE)
return;
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@Nyr97 Nyr97 Aug 5, 2025

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wrong condition, it should be if it's NOT x AND it's NOT Y, return:

Suggested change
if (unit->GetEntry() != BOSS_BROTHER_IRONHULL || unit->GetEntry() != BOSS_GALECALLER_FAYE)
return;
if (unit->GetEntry() != BOSS_BROTHER_IRONHULL && unit->GetEntry() != BOSS_GALECALLER_FAYE)
return;

{
for (uint32 bossesData : TidesageData)
{
if (Creature* council = instance->GetCreature(bossesData))
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I'd check if council is alive and not in combat, neither of the functions inside it prevent DoZoneInCombat from happening


enum TidesageCouncilTexts
{
SAY_AGGRO = 0,
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@Nyr97 Nyr97 Aug 5, 2025

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this is minimal but i would use 0-4 for generic ones, and then 5-X for specific ones to keep it ordered, it would also help with future boss scripted where you keep 0-4 for the same purpose

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4 participants