Jump to content

Olion

Members
  • Posts

    537
  • Joined

  • Last visited

  • Days Won

    30
  • Donations

    0.00 GBP 

Everything posted by Olion

  1. The replics are related to the quest 434 "The Attack!", and are used there actually (dbscript_on_quest_start, id 434). The 3rd script command is casting s:4983 Create Cleansing Totem, keeping it just for case. Deleting unnecessary info. PR: [URL="https://github.com/mangoszero/database/pull/204"]database[/URL].
  2. 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?
  3. Applied now fully. The quest should be completable, but I do not touch the issues mentioned above.
  4. Fully applied now (Rel20). I would like to know results of a more thoroughly testing by the users. Especially about group wipe cases :)
  5. In PR form: [URL="https://github.com/mangoszero/database/pull/200"]db[/URL]. Such tiny nice things add to the World attractivity greatly. Fully applied now (Zero Rel20).
  6. 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.
  7. 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
  8. 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.
  9. 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].
  10. 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".
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use