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fix(DB/Core): Emotes / reaction during quest "The Taste Test" (#1795)
- Just a small adjustment to the core script handling the reaction of the NPCs during the quest
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@@ -852,10 +852,15 @@ public:
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## npc_jungle_punch_target
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#####*/
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#define SAY_OFFER "Care to try Grimbooze Thunderbrew's new jungle punch?"
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enum JunglePunch
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{
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SAY_OFFER = 28558,
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ITEM_TANKARD = 2705,
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NPC_HEMET = 27986,
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NPC_HADRIUS = 28047,
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SPELL_KNOCKDOWN = 42963,
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SPELL_OFFER = 51962,
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QUEST_TASTE_TEST = 12645,
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@@ -977,8 +982,25 @@ public:
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if (sayTimer < diff)
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{
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if (sayStep == 2)
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{
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me->SetSheath(SHEATH_STATE_MELEE);
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SetEquipmentSlots(false, ITEM_TANKARD, EQUIP_UNEQUIP, EQUIP_UNEQUIP);
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}
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else if (sayStep == 3)
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{
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if (me->GetEntry() == NPC_HEMET)
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me->SetSheath(SHEATH_STATE_RANGED);
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else if (me->GetEntry() == NPC_HADRIUS)
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{
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me->SetSheath(SHEATH_STATE_UNARMED);
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me->CastSpell(me,SPELL_KNOCKDOWN,false);
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}
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SetEquipmentSlots(true);
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}
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Talk(SAY_HEMET_HADRIUS_TAMARA_1 + sayStep - 1);
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sayTimer = 3000;
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sayTimer = 6000;
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sayStep++;
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if (sayStep > 3) // end
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@@ -1014,7 +1036,7 @@ public:
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continue;
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player->KilledMonsterCredit(me->GetEntry(), 0);
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player->Say(SAY_OFFER, LANG_UNIVERSAL);
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player->MonsterSay(SAY_OFFER, LANG_UNIVERSAL, me);
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sayStep = 1;
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break;
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}
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