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[patch] substitution for spell 37264 (Quest Picking Up Some Power Converters)


Schmoozerd

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

The GO Power Converter 184906 (Type 10 Goober) has as spell entry spell 37264 - which doesn't exist in DBC.

Hence this GO needs manual overwrite.

For which repository revision was the patch created?

10188

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

None found here

http://udbforums.kicks-ass.net/index.php?topic=14738.0

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

me

To this patch:

While on this quest, there should spawn NPC 21729, but there is no (fulltext search on DBC) spell to spawn this mob.

The despawning of the GO can be seen here: http://www.wowhead.com/quest=10584#screenshots:id=14733 - however I have a problem because these GO get the GO_FLAG_NODESPAWN flag, and forcing a despawn like done in patch is not correct, but to only leave a TODO comment also wouldn't be correct :(

And I don't know ways to _really_ fix the GO despawn correctly

Research: there are a few more ( ~30) GOs with non-existent spell

-- Additional notes: With Cata, there are now related (and this) spell in DBC (linked at wowhead)

About these spells:

http://www.wowhead.com/spell=37365 "Power Converters: Summon Big Flavor Electromental" Summon (21757)

http://www.wowhead.com/spell=37278 "Power Converters: Summon Mini-Electromental" Summon (21737)

These two NPCs exist in current udb, and have some visual models, their description links them to some trap: "Summoned from the [big] Power Converter trap"

http://www.wowhead.com/spell=37264 "Power Converters: Summon Electromental" Effect0: Summon (21729), Effect1: Dummy

The GO has data12: linkedTrap to 184910, for which there is no information

Patch

diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp
index 0834d18..38ad419 100644
--- a/src/game/GameObject.cpp
+++ b/src/game/GameObject.cpp
@@ -1065,6 +1065,13 @@ void GameObject::Use(Unit* user)
                case 37639: spellId = 36326; break;
                case 45367: spellId = 45371; break;
                case 45370: spellId = 45368; break;
+                case 37264:                                 // Power Converter, should spawn 21729, but there is no spell doing so
+                {
+                    user->SummonCreature(21729, GetPositionX(), GetPositionY(), GetPositionZ(), 0, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 180000);
+                    // TODO Despawn the GO correctly!
+                    SetRespawnTime(180);
+                    return;
+                }
            }

            break;

To fully work, the other related spell will need a dummy script, I think should be done with SD2, code is simple

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