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Olion

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Bug Comments posted by Olion

  1. The instance reset times are well know. Instead of an unsafe using ForcedDespawn() right at the creature creation moment and implanting a thrash into many instance scripts, one should correct boss respawn times creature.spawntimesecs in the way that these values were not less that the corresponding instance reset times.

    Also, two helper functions related to moving are misplaced at least. These helpers are supposed to be used in SD2 scripts, therefore they should be defined in either of ScriptedAI, CreatureAI, UnitAI class. If these are needed by Eluna too, it can implement them either by own LUA scripts or at the interface level.

    Try do not mangle the Creature class as long as it's possible plz :)

  2. The [URL="http://db.vanillagaming.org/?quest=2203"]quest reward[/URL] is the "learn spell" spellcast. The Master Guide does not mention an item too. Completely other question is, how your LW/skinner got the quest, because a skill of 171 (Alchemy) is required to obtain it. I suppose 'twas .quest add, and this command is badly shaped now. As expected, Player::CanAddQuest is the only check, and it checks close to nothing (free slot in quest log and possibility to add SrcItem). Note that the character level/race/prequest requirements are silently ignored too.

    UPD. Read the template more carefully. The "required skill level" is 0, then "required skill" is ignored. Fixing.

  3. PR: [URL="https://github.com/mangoszero/server/pull/291"]core[/URL]. Implemented now.

    Here the spell is allowed in a "hacky" way. To solve the probem more accurately, two things are needed:
    1) the full answer to [URL="https://www.getmangos.eu/community-input-needed/10265-vanilla-dispel.html"]this[/URL],
    2) an analysis of unknown spell flags. The spell has four such flags.
    The later is achievable much harder, so I'm not ready to promise it.

    Moreover, in two code parts the spell is identified via two different SpellFamilyFlags values, which is not good. Cast is enabled, but actual dispel effect application should be tested (seemingly ok).

  4. Whose scheme is correct? Is the [URL="https://www.youtube.com/watch?v=eDeED3OJ2YU"]confirming video[/URL] really from an offy? Usually, the realm was pointed out for offy videos. Dont see one. What means "Vanilla WoW FTW!" in its comment?

    Potions will override neither elixir nor flask effect.
    Just realized that [url]http://www.wowwiki.com/[/url] as a fully functional wiki supports the history of each page, as well as discussion pages. Reading the history is a meditative process, the search through older page versions is not possible. I did not find exactly this information (maybe one has to search it somewhere else under "spell damage cap" topic), but indirect signs are for non-additivity. For instance, [URL="http://www.wowwiki.com/Flask?direction=next&oldid=582574"]the oldest encounter[/URL] of the term "Elixir flasks" refers to the 2.0.12 patch.

    Should we make it stackable like Fenix?

  5. The cause may be only in different MinLevel for the quests. The three quests (1000,1018,1004) are grouped into ExclusiveGroup 1000, and only 1004 has MinLevel=54, while two others as well as the next 1123 (Rabine Saturna) have 55 here. Then if your char is 54, he may get 1004 but not 1123. Correcting.

    PR: [URL="https://github.com/mangoszero/database/pull/204"]database[/URL].

  6. Now the event is implemented (event ID 3), but with the following issue. Mobs are changed via game_event_creature_data thus changing their entries only. Three of the six new mob types (Moonrage ..) have some EventAI defined (simple combat one), which is ineffective in such scheme. I say once more that Creature::UpdateEntry() method is evil and should be avoided by any means. A correct scheme is despawning/spawning; during such process, all creature features like addons, health, AI and so on are retained in the correct state.

    Should this be fixed?

  7. Cannot reproduce at the latest Zero Rel20. Probably the summoned Shade of Hakkar was killed (by AoE, for example). In such case the encounter broke and no Avatar appeared. But if party pay attention to keep the Shade alive, the bonus was that the Avatar appeared with ~50 HP.

    In the form of PR: [URL="https://github.com/mangoszero/server/pull/290"]core[/URL], [URL="https://github.com/mangoszero/database/pull/200"]db[/URL]. Here the mobs are interchanged really (despawn + summon), UNIT_FLAG_OOC_NOT_ATTACKABLE is added to the Shade preventing it from being killed.

  8. Just tried at Zero Rel20 (Jan 25) for one quest 6064 (dwarf). The tamed pet is not abandoned while quest handing, but it can be readily dismissed with the UI (right click - Dismiss). After that it continues to attack the player because it attacked them right before tamed and, seemingly, the threat table was kept.

    There is a lot of related bugs:

    • the Taming Rod after usage shows only brief GCD and may be reused even while channeling
    • seems that aura icon on the "pet" is not updated thus not informing about limited duration
    • after teleport the "pet" is not following (ok); after return to them, the pet icon (HP etc) is not updated to the correct state
    • if killed by an NPC under Tame spell channel, the beast does not die but happens tamed with a low HP
    • ? no pet HP regen after combat (its exactly why it attacks the player when dismissed - pet feels stuck in combat)
    • ? relog removes aura from the "pet" and also does not restore pet UI, this seems OK but may be improved sometime ;)
  9. In PR form for now: [URL="https://github.com/mangosone/server/pull/71"]core[/URL] (merged), [URL="https://github.com/Olion17/database/commit/7d94ad42c83b83cfebfcb7bed6a7ab0a6e9e6a58"]DB[/URL].

    Known problems:
    1. If Geezle went away, the event still happens without his participation (dialogue replics). Should be conditionally disabled spellcast 30298, this is NYI.
    2. Due to default movement type WAYPOINTS, Overspark walks a bit back and forth just after spawned. Could be changed in creature_template to IDLE and statically spawned mob copy - with WAYPOINTS.
    3. The tree is rooted, but may be rotated. Either spell or movement code problem.
    4. Possibly the statically spawned copy (far away) should be turned invis while this event and if not participating in the other (9537) quest. Needs support in the zone script.

  10. Note also that [B]the full[/B] transport implementation considering them as maps (9 maps in One) may be related to the dynamic grid problem. In my understanding, the grid of transport map should join at the stations to the grid of main map allowing plain moving between the maps without teleport (and enabling LoS and pathfinding - as such, across the maps). AFAIK the dynamic grid problem is not solved in TC yet, though transport-maps [URL="https://github.com/TrinityCore/TrinityCore/commit/ce55647c415b710c6b440d96c2f26ebbc06c1d6e"]are implemented[/URL].

  11. Here is a SD2 solution "Let the pallies know what a true meditation IS LIKE" :D

    Using the brazier while kneeling, even if in principle allowable by client, requires too much work for this tiny issue. So, after the brazier is lit as usual, the server takes control over the char for 3.5 sec, kneels them and, at the end, summons the mob releasing the char. The only notable problem is a line appearing in serverlog ERROR:HandleMoveNotActiveMover: incorrect mover guid: followed by a senseless diagnostic; it hinders nothing.

    Another problem is that the succeeded spell 22120 does not interrupts the victim spellcasting, while a knockdown should do. In between, the fight is not easy even with this "bonus".

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