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  • Items of Power (40)

    • Status: Completed
      Main Category: Quests
      Sub-Category: Quest
      Version: 2.0.11 Milestone: 20 Priority: Normal
      Implemented Version: 0.20

    Items of Power (40)

    The quest items of power is bugged. You gather all the required items then when you get to the Circle of Outer Binding and try to use the Totems on the stone the wand appears but is not clickable.


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    A very interesting problem indeed.

    After setting up trap radius
    UPDATE gameobject_template SET data2=15 WHERE entry=103661;
    the trap will react (spawning required chest o:103662 with the quest loot).. on the air elementals. But not on the player: at present, the "trap" reacts on a non-friendly units, and it is owned by the player, thus being friendly to him.

    A good solution requires change of basical core mechanics. There are several points in the codeflow where we can introduce such change:
    [*] [URL="https://github.com/mangoszero/server/blob/Rel20/src/game/Object/GameObject.cpp#L1692"]Gameobject::IsFriendlyTo[/URL]. Here we might check factions before checking GO ownership, and if set a hostile faction to the trap, it will trigger. This GameObject method is simply absent in TC, so comparison is not possible. Don't like much this idea.
    [*] [URL="https://github.com/mangoszero/server/blob/Rel20/src/game/WorldHandlers/SpellEffects.cpp#L4718"]SpellEffect TRANS_DOOR implementation[/URL]. The trap is spawned by the [URL="https://github.com/mangoszero/server/blob/Rel20/src/game/WorldHandlers/SpellEffects.cpp#L4845"]last part of the spelleffect[/URL] as a "linked GO". [URL="https://github.com/mangoszero/server/blob/Rel20/src/game/Object/GameObject.cpp#L903"]Here[/URL] we can summon this "linked GO" as wild one, i.e. not owned by the player. This idea [URL="https://github.com/TrinityCore/TrinityCore/blob/3.3.5/src/server/game/Spells/SpellEffects.cpp#L5211"]contradicts directly to TC[/URL]. The related spell has also no Attributes at all, so no help from there.
    [*] [URL="https://github.com/mangoszero/server/blob/Rel20/src/game/Object/GameObject.cpp#L362"]Conditions of trap triggering[/URL] in GameObject::Update. Probably we have to check the trap spell, and if it isn't negative, then consider the trap as environmental one, activating by ANY player in range, including GO (trap) owner. Something like this [URL="https://github.com/TrinityCore/TrinityCore/blob/3.3.5/src/server/game/Entities/GameObject/GameObject.cpp#L471"]is present in TC actually[/URL], but it is limited there to the wild traps again, contradicting this idea too.
    [*] Finally, a crude hack is possible in the discussed part of GameObject::Update, based on the GO entry. This is the worst variant, which I don't want to implement.

    For now, I propose the 3rd variant.

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    The good-style core support was [URL="https://github.com/mangoszero/server/commit/2a71b6a08901f927f2699436f415df33bd7e3fc5"]done[/URL] by @H0zen. [URL="https://github.com/mangoszero/database/pull/46"]Introducing[/URL] the DB change mentioned above.

    Missing lightning animation is related iirc to the spawn delay of the trigger being targeted by the spell.

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