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[fix] Feugen & Stalagg Chain Spells


Schmoozerd

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What bug does the patch fix? What features does the patch add?

fixes Feugen and Stalagg Chain - Spells (that is console errors and feature)

http://www.wowhead.com/?spell=28096 http://www.wowhead.com/?spell=28111

For which repository revision was the patch created?

11743

Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.

haven't found any

Who has been writing this patch? Please include either forum user names or email addresses.

me

---

http://paste2.org/p/1537732

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  • 4 months later...

Stalagg and feugen chains need spell_script_targets in the database afaik, You should include that in the patch.

it looks good. there are some problems like not working after wipe, but it must be some issue connected with channeled casting of chains by coils. I'm trying to work it out right now.

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oh yes, the stalagg chain should have target = stalagg, and the feugen chain should have target = feugen

But I think this might already be in the common databases ;)

if you have a wipe, the add will remove their auras, and hence the aura is no more present (in contrast to the visual chain, because to remove this you have to tesla->InterruptMeleeCast(true)

So for encounter script there would be need to recast the chain on Wipe

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  • 1 month later...

I resumed my work with Thaddius.

In my script it looks like this:

Thaddius summons 2 coils at reset. Coils cast their chain spells. Encounter begins.

X leaves 60yd radius from tesla area and the coil starts casting shocks. Chain is still visible. When X comes back near tesla, the chain disappears as well as shocks stop being cast.

shouldn't this be: if chain is broken, wipe all the raid, then EnterEvade? st like: if (!target->getVictim() ) target->EnterEvade() ?

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I think there is no need for you to resume work with thaddius ;)

I've everything except the missing mangos spells (and ofc they have some influence on the way to code the things proper)

My version atm looks nice for me, except the Tesla have a 'strange' UpdateAI, because the Aggro-management needs special treatment

The tesla coils should be spawned by DB

To the way it should work (visual)

Chain from Tesla to Add

if exceed 60y, then remove chain, do Emote-text

* start casting shocks

* if add back to 60y reapply chain, stop casting shocks

* if wipe, add resets, reapply chain then

Edit: http://paste2.org/p/955134 my sd2 script, I am already quite happy with it, but without more feedback regarding these chain-spells I cannot 'finish' it ;(

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http://www.wowhead.com/npc=16218

"The location of this NPC is unknown."

such info usually appears on wowhead at NPCs that are summoned by some other NPC, thats why i summon them.

thanks for sharing your script :) Mine is at similiar stage, I'm preparing to fix Magnetic Pull (right now I'm using some other spell, for easier development).

are You 100% sure about: "* if add back to 60y reapply chain, stop casting shocks"?

I will also share my script later :)

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ok, thx for the valuable info :)

hmm, maybe magnetic pull should work like:

in handling EffectDummy():

if (m_caster->GetEntry() == FEUGEN_ENTRY)
{
   if (unitTarget->GetEntry() == STALAGG_ENTRY)
       if(Unit *pVictim = unitTarget->getVictim() )
           pVictim->CastSPell(m_caster, 54485, true);
}
else if (m_caster->GetEntry() == Stalagg_ENTRY)
{
   if (unitTarget->GetEntry() == FEUGEN_ENTRY)
       if(Unit *pVictim = unitTarget->getVictim() )
           pVictim->CastSpell(m_caster, 54485, true);
}

sth like this maybe will do. but theres also the second Dummy effect with similiar parameters. I wonder what for...

I implemented swapping threat in SD2 script. I think it should be moved here...

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ok, thx for the valuable info :)

hmm, maybe magnetic pull should work like:

in handling EffectDummy():

if (m_caster->GetEntry() == FEUGEN_ENTRY)
{
   if (unitTarget->GetEntry() == STALAGG_ENTRY)
       if(Unit *pVictim = unitTarget->getVictim() )
           pVictim->CastSPell(m_caster, 54485, true);
}
else if (m_caster->GetEntry() == Stalagg_ENTRY)
{
   if (unitTarget->GetEntry() == FEUGEN_ENTRY)
       if(Unit *pVictim = unitTarget->getVictim() )
           pVictim->CastSpell(m_caster, 54485, true);
}

sth like this maybe will do. but theres also the second Dummy effect with similiar parameters. I wonder what for...

I implemented swapping threat in SD2 script. I think it should be moved here...

It would probably make more sense to have it handled in the script when they are hit by the dummy effect of http://www.wowhead.com/spell=54517 to then cast http://www.wowhead.com/spell=54485 on the tank.

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I see no problem with a server-side implementation:

cast 54517 from feugen to stalagg

effect0:

target->getVictim->cast(caster, 54485)

effect1:

caster->getVictim->cast(target, 54485)

swap_threat(target->getVictim, caster->getVictim)

So I cannot see any reason at all to implement this with sd2-dummy

Ofc this would need a few more checks, but that is I think reasonable ;)

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if it can be handled in core, it should be handled in core ;)

btw - I see no reason to check for the NPC-entries at all.

all you need is to check for getVicitim ;) (the spell is only casted from feugen to stalagg)

then I think it would be best, if you started a new thread for your patch

I have a few things on my todo list, and I think then I will take a look at my solution for Polarity shift, and bring it up here too ;)

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