Olion
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Bug Comments posted by Olion
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I'm aware of that. You could try to remove the two spell assotiations reported here, from the table, and check all the 3 ranks.
Otherwise, you can ignore it safely.
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Have you tested it on the latest core?
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My bad, really. Thanks for the feedback. Here is the solution:
https://github.com/mangosone/server/pull/75
Changed Status to Completed
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Those were my commits. I'll check it as soon as possible, but unfortunately it will be possible not before this Sunday.
Changed Status to In Progress
Changed Assigned to Olion
Changed Implemented Version to 22.1
Changed Milestone to 24
Changed Priority to High
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This disables the HP regeneration to the boss. The 40% of the full health is set by the SD3 script "boss_murmur" at reset, i.e. at spawn and evade.
On the staging battle. Many SD3 scripts are extremely primitive (Murmur is unlucky too), just like the simplest combat EventAI. It looks like the battle must be there, and it would be nice to have it. However, a full instance recovery requires a laborious work of the both sides, testers and dev(s), together. The game balance must be restored above all. For example, I wonder why the present Murmur lacks an enrage spell to be casted usually at ~10th (or whatever) minute of the battle.
Briefly, I'm not ready yet to create separate cosmetic patches for instance encounters. I consider it possible only since the substantial part of the encounters will be fixed.
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Changed Status to Awaiting Feedback
Changed Implemented Version to 22.1
Changed Milestone to 24
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Must be this, though an extensive testing is required. Especially the case of a mob having spells of different schools.
The combat movement system looks unsatisfactory in the whole.
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Could you give here few examples of such creatures? To check a possible fix.
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Changed Status to Completed
Changed Version to 21.14 (Master Branch)
Changed Implemented Version to 21.14 (Master Branch)
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Changed Status to Completed
Here. Missed this bit, so consumed rage was calculated correctly, but the triggered Sunder Armor was not allowed at low rage.
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Yes, I have it checked, not good. WIP.
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We need:
- an exact description of the Mangos core you're using (which means the core and DB version and, for a repack, the repack origin)
- a stack trace for the crash
Without the info, we just cannot do anything.
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Changed Status to In Progress
Changed Priority to High
I can test it again only two days later. In between, didn't you miss this core commit? Your issue suggests you've overlooked this change.
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5 hours ago, saltyteabag said:
it will probably be a pretty involved fix
Indeed. This is because blizz relied on the gameobject casting in this encounter. The 5 spells involved do not complicate it further, so the simplest fix is evident. Just have to invent the Zeppelin Power Core's (shining blue crystals) behaviour based on the quest text.
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Changed Status to Duplicate
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Changed Status to Awaiting Feedback
Changed Implemented Version to 22.1
Changed Milestone to 24
Changed Priority to New / Assign Priority
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Could you provide a video to this quest? It involves also Zeppelin Power Core GO (186396), so the question is how many are there such GOs and what they do (spawn/despawn) besides adding the Energized! aura to the nearby players.
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Changed Status to Cannot Reproduce
Changed Implemented Version to 22.1
Changed Milestone to 24
Changed Priority to New / Assign Priority
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One can barely do anything helpful without the stack trace.
Also, nobody is able to fix a code without reading it. The fragment cited above does not belong to contemporary Mangos (Zero, One, Two), it is rather a part of the TrinityCore.
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Changed Status to Completed
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Changed Status to Completed
Item has been looted bug
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in Mangos Zero
Posted
https://github.com/mangoszero/server/pull/51
I apologize for the bug I've introduced here about 2 months ago. The slot ID issue is gone with this revert, but quest loot from the original report is to be tested still.
It should not be relevant for other cores.