Murloc Cult

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World events, rest after resurrection, blocking objectives set aside

Seasonal festival quests are now followed as soon as an event starts. Tarokh was still dying: freshly resurrected, he walked to the vendor at half health through monsters, because the core flags him “in combat” for a few seconds. And his repeated stuck episodes kept aiming at the same objective. Both are fixed.

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Build success (1 min) · Target worldserver

World events

A festival's quests (Brewfest, Hallow's End, Winter Veil…) are attached to their NPCs only when the event starts. A GameEventScript rebuilds the quest giver/ender index at each event start and stop, and logs it. Event NPCs appear and autonomous players take their quests like any other.

Rest after resurrection

After a resurrection, the core keeps the character “in combat” for a few seconds with no attacker. In that state the rest rule was skipped and the brain moved on.

  • Resting is allowed when the character is “in combat” but nobody attacks it.
  • Below 65 % health, no new activity (vendor, trainer, quest, hunting): rest first.

Stuck episodes

Stuck detection blacklisted a key computed from coordinates, unrelated to the real objective: Tarokh retried the same point seven times. Each movement now remembers its objective (spawn point, service NPC, quest giver); if it gets stuck, that objective is set aside for 10 minutes.