Warrior fixes and more... #342
Warrior fixes and more... #342
Conversation
Mostly warrior fixes
Ehh, just realized I forgot to upload sql file, which includes a couple more fixes - will do that tomorrow at some point. |
Do not bloat this PR please. Do single PR for single fixes so they can be reviewed properly and merged one by one |
Alright, I guess I'll delete this PR and split it up then. Will take a look at it tonight. |
… health instead of 5% ref #342
…Impending Victory will no longer stack and remove each other ref #342
…s to fix an issue that was causing the additional rage to be less effective as intended ref #342
* updated spell proc entry for Gag Order ref #342
I've ported / did my own versions of the spell related changed for the warrior. The core changes, such as the charge and macro part will need more work because first of all: I need an reliable way of reproducing the issues that were suposedly fixed. |
Alright, thats great. The project as well as the C++ language is all very new to me, so I figured there were probably better ways to fix these things.
I understand. Do you still want me to create new PR for the last two core changes? The two new checks added in the The second check: Moving on to the Charge and macro part. As for the macro part, this is also something that has been discussed on 3.3.5. See: TrinityCore/TrinityCore#17589 Here you can also see the steps to reproduce the issue. |
I'd like to skip the ignoreCombat part because I did not port this on purpose. I was involved in the discussions back then when 335 was adding it since I was getting the impression that ignoring combat in this sense means that the creature wont engage in combat unless it's explicitely told to do so. Hence, we parted ways on that and I sticked with my implementation which is suprisingly promising. |
Fair enough. I also only added that part because I thought it was missing and I thought it wouldn't hurt anything. |
- A Warrior can no longer gain Enrage effects while Enraged Regeneration is active. - Enraged Regeneration can no longer be activated from Vengeance.
I guess I'll close this as most of it has been implemented. As for the things that has not been implemented, I will open a new PR at some point - at least for the Warrior Charge changes. |
Changes proposed:
CombatManager::CanBeginCombat
, one that checks if both units are allowed to engage in combat, and another one that checks if a player (game masters with .gm on) has FACTION_FRIENDLY set as their faction. The latter was done to fix an issue where players with .gm on would get disconnected when trying to melee attack NPCs of the opposite faction. Apparently checking withIsGameMaster()
is not enough.Issues addressed:
Tests performed:
Known issues and TODO list: