[ICC / Marrowgar] Bone Spike Graveyard #1091

Closed
click opened this Issue May 16, 2011 · 20 comments

Comments

Projects
None yet
10 participants
Member

click commented May 16, 2011

CoreRev.: 3d7232b (2011-03-22)
DB: clean TDB_335.11.38_2011_03_05

Nearly every time, a player picked up by a bone spike graveyard, this player is not healable because he is shown as out of line of sight. First of all I thought the problem is that the spike spawns a bit under the ground. So i create a logout with player->GetPositionZ() and in npc_bone_spike a me->GetPositionZ(). I got exactly the same values, every time. So this is not the problem. After that I try to hack the LOS in order to see where the problem is located. I partialy disabled the los for players having the bone spike aura. Because of that the amount of los reports decreased enormous. But, this ofc does not solve the problem. Sometimes the heal goes into hell or sky or somewhere else.

One more thing i could figer out was that if log out the groundposition of the spike i got a strange value somewhere in the underground. So something have to be wrong with the vmaps for the ground i guess. I tried to debug with maks for spells in config. But, puhh, nearly 200 lines per second...no chance to figure something out of those logs.

Member

click commented May 16, 2011

Author: zxbiohazardzx
the player that is ON a spike SHOULD NOT be healable (thats how it works on blizzard)

edit: sorry my bad, you CAN heal indeed...

Member

click commented May 16, 2011

Author: zxbiohazardzx
in 10N the cold flame only does 1 line of coldflame, not 4....

http://www.youtube.com/watch?v=S-DG0Ah-2Rw

Member

click commented May 16, 2011

Author: micha
Replying to [comment:4 zxbiohazardzx]:

in 10N the cold flame only does 1 line of coldflame, not 4....

http://www.youtube.com/watch?v=S-DG0Ah-2Rw

That is working as intended. While his normal phase he does only one line. He has to cast 4 lines only while he is in his bone storm phase. The only bug with the lines, is, that they spawn in his hitbox.

Member

click commented May 16, 2011

Author: zxbiohazardzx
hmmz my bad then, i recall seeing 4 of them, but oh well....

Contributor

fredimachado commented Jun 3, 2011

still have LOS problems when trying to heal player with bonespike. Any workarounds? Thx

overy commented Aug 10, 2011

Confirm on c3613cd

overy commented Oct 29, 2011

problem still exist

Confirmed

Core revision: Trinity Core e5c0be0+
Database revision: TDB 335.11.43
Addons: Anticheat1

@ghost

ghost commented Nov 8, 2011

Confirm on 462a2b9
Database revision: TDB 335.11.43 updated with the core.

Ve3xar commented Nov 9, 2011

Confirm, that there is still LOS problem.

Contributor

Jildor commented Mar 8, 2012

confirm, can't heal impaled players by bonespike.

Any solution?

Contributor

Jildor commented Apr 14, 2012

If remove spell ride vehicle when summon bonespike, I think can heal player.
What use is "summoner->CastSpell(me, SPELL_RIDE_VEHICLE, true);"?

src/server/scripts/Northrend/IcecrownCitadel/boss_lord_marrowgar.cpp

            void IsSummonedBy(Unit* summoner)
            {
                DoCast(summoner, SPELL_IMPALED);
-                summoner->CastSpell(me, SPELL_RIDE_VEHICLE, true);
+                // summoner->CastSpell(me, SPELL_RIDE_VEHICLE, true);
                _events.ScheduleEvent(EVENT_FAIL_BONED, 8000);
                _hasTrappedUnit = true;
            }
Contributor

Zedron commented May 16, 2012

This isn't limited to just Bone spike. Also is the case with Harvest Soul on Lich King. The problem isn't Bone Spike, it's vehicles.

Contributor

Zedron commented May 16, 2012

Jildor's "fix" seems to "fix" bone spikes though. to where they can be healed.

Member

Vincent-Michael commented May 16, 2012

try temp fix:

diff --git a/src/server/scripts/Northrend/IcecrownCitadel/boss_lord_marrowgar.cpp b/src/server/scripts/Northrend/IcecrownCitadel/boss_lord_marrowgar.cpp
index 0c5cb0a..4863c30 100755
--- a/src/server/scripts/Northrend/IcecrownCitadel/boss_lord_marrowgar.cpp
+++ b/src/server/scripts/Northrend/IcecrownCitadel/boss_lord_marrowgar.cpp
@@ -592,4 +592,12 @@ void AddSC_boss_lord_marrowgar()
     new spell_marrowgar_coldflame_damage();
     new spell_marrowgar_bone_spike_graveyard();
     new spell_marrowgar_bone_storm();
+
+    // Vehicle Hack
+    if (VehicleSeatEntry* vehSeat = const_cast<VehicleSeatEntry*>(sVehicleSeatStore.LookupEntry(6206)))
+        vehSeat->m_flags |= 0x400;
+    if (VehicleSeatEntry* vehSeat = const_cast<VehicleSeatEntry*>(sVehicleSeatStore.LookupEntry(7554)))
+        vehSeat->m_flags |= 0x400;
+    if (VehicleSeatEntry* vehSeat = const_cast<VehicleSeatEntry*>(sVehicleSeatStore.LookupEntry(7555)))
+        vehSeat->m_flags |= 0x400;
 }
Contributor

Jildor commented May 16, 2012

@Vincent-Michael I think not works.

@ghost

ghost commented Jul 19, 2012

Confirmed
As bugged

Larya commented Jul 19, 2012

I found a solution (which you will consider "hacky" I guess) but as it works, I will share it, maybe it would help : Replace VehicleId value with 0 in creature_template (for each spike as they have different ID) and spike are now healable and it's working perfectly...
Maybe it will help you to find a better solution =/

@ghost

ghost commented Jul 19, 2012

void IsSummonedBy(Unit* summoner)
{
DoCast(summoner, SPELL_IMPALED);

  •            summoner->CastSpell(me, SPELL_RIDE_VEHICLE, true);
    
  •            // summoner->CastSpell(me, SPELL_RIDE_VEHICLE, true);
            _events.ScheduleEvent(EVENT_FAIL_BONED, 8000);
            _hasTrappedUnit = true;
        }
    

This one worked even that its hack

Larya commented Nov 22, 2012

Any news ? I can write my sql if it's correct for you to correct the issue with this method.

UPDATE creature_template SET VehicleId=0 WHERE entry IN (36619,38233,38459,38460,38711,38970,38971,38972,38712,38973,38974,38975);

@ghost ghost assigned Shauren Nov 25, 2012

@Shauren Shauren closed this in 817f5b3 Feb 1, 2013

Shauren added a commit to raczman/TrinityCore that referenced this issue Apr 20, 2014

Scripts/Icecrown Citadel:
* Fixed Coldflame dealing double damage
* Targets hit by Bone Slice will now be immune to Bone Spike Graveyard
* Fixed healing players on Bone Spike

Closes #1091
Closes #4473
Closes #5854
Closes #7060
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment