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Booji

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Everything posted by Booji

  1. Additional data points that might help narrow in on the root cause. If you have a talent point in "Improved Blizzard", which adds the chill effect to your blizzard, then the mobs aggro when you start combat with Blizzard. Testing on core M1, if you start combat with the unmodified Blizzard, the mobs do aggro properly.
  2. I think I have a pull request setup now. First time trying so let me know if I did something wrong. I don't think this is a proper fix, but it is better than what was happening. https://github.com/mangoszero/server/pull/161
  3. I don't have a git repo with this change. I'm not entirely sure how to do that. I'll need some time to figure out how to set that up.
  4. Additional data. Flamestrike will aggro the mob, just not the channeled Blizzard. Testing with a warlock, using rain of fire, which is also channeled, had the same issue as Blizzard where the mob takes damage, but then health resets.
  5. The tooltip for counterspell states: "Counters the enemy's spellcast, preventing any spell from that school of magic from being cast for 10 sec. Generates a high amount of threat" Testing on the Defias Pillager's in Moonbrook. When counterspell is cast, while the Pillager is in the process of casting a fireball, it does interrupt that cast, but they start casting another fireball within 1 second.
  6. Taking the implementation of Unit::IsNonMeleeSpellCasted() from core one seems to work for both player and mob casting, but I'm not sure that is the right thing to do.
  7. Core: Zero Server Version : 2201075 Database Version : Rel22.1.9 When you start a fight with Blizzard the mobs take a tick or two of damage, but then reset. They do not start attacking the player. The mobs are not going into evade mode though.
  8. Core: Zero Server Version : 2201075 Database Version : Rel22.1.9 After you cast a frostbolt, and it is traveling towards the target, you cannot start casting another one until the one traveling hits the target, even though the global cooldown has expired. When you try and cast in flight you get the message that another action is in progress. My limited debugging skills show that it is hitting this condition in Spell::prepare() if ( !m_IsTriggeredSpell && m_caster->IsNonMeleeSpellCasted(false, true, true) ) { SendCastResult(SPELL_FAILED_SPELL_IN_PROGRESS); finish(false); return SPELL_FAILED_SPELL_IN_PROGRESS; } A suggested fix on discord was to make a change to IsNonMeleeSpellCasted() in Unit.cpp from != to == where it checks the spell state against SPELL_STATE_TRAVELING at line 3748. While this did allow you to start casting the next frostbolt, while the previous one was in flight, it also made all casting mobs fail to cast anything that was not instant. The creature mobs would start casting and then restart casting before they actually got their cast off.
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