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Fix issue with The Vengeful Harbinger quest not being completable - #813

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cmangos:masterfrom
Velite12:quest-fix-test
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Fix issue with The Vengeful Harbinger quest not being completable#813
Velite12 wants to merge 1 commit into
cmangos:masterfrom
Velite12:quest-fix-test

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@Velite12

@Velite12 Velite12 commented May 7, 2026

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Fixes the issue with The Vengeful Harbinger quest where two gameobjects which should spawn at the end do not spawn, one of which is needed to finish the quest.

@killerwife

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What is this script:

DBSCRIPT_RESPAWN_ASCENDANT_FLOORPIECE = 10067,

Isnt it launched already from waypoints of a mob in DB?

Because we wouldnt have an unused relay script lying around i think

@Velite12

Velite12 commented May 7, 2026

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What is this script:

DBSCRIPT_RESPAWN_ASCENDANT_FLOORPIECE = 10067,

Isnt it launched already from waypoints of a mob in DB?

Because we wouldnt have an unused relay script lying around i think

It's not, or I wouldn't have to make this commit.

@Velite12

Velite12 commented May 7, 2026

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It's possible that the commented out block of code above may at one point have triggered the GO to spawn for quest completion.

@Velite12

Velite12 commented May 7, 2026

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Also this is the particular mob with the waypoints, the harbinger. It's once they reach the end of the waypoints, where they get zapped, that's the time from which it should spawn. And if you look at the video you'll see that the way I have it is exactly when it should spawn because it coordinates with the floating purple orbs.

https://www.youtube.com/watch?v=jLhPHKOnbjM

@CaptainJaySolo

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Tested this on my local core and it works well from what I've tested.
I had the GO spawned all the time as a work around, but I've replaced it with this method. Thanks.

@killerwife

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I finally got around to this. Nothing inherently with the PR but the bigger issue is this.

The relay script is meant to be launched from here:
select * from creature_movement_template where ScriptId=2163801;
And its set to launch from same point as C++ so question is why is that broken?

Either you get to it first or i will, just letting you know.

@Velite12

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Yeah you can get to it I moved on past this a while ago.

@YU-Scuti

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The issue arises because "SCRIPT COMMAND SPAWN GAMEOBJECT" unconditionally creates std::vector<WorldObject*> sources; and std::vector<WorldObject*> targets;, while the database despawns those sources and targets after two seconds.
스크린샷 2026-06-28 163334

To resolve the issue, modify "SCRIPT COMMAND SPAWN GAMEOBJECT" so that it ignores sources and targets when executing.

Alternatively, configure the sources and targets in the database.
스크린샷 2026-06-28 171438

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4 participants