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[Gunship battle] Kor'kron Battle-mage #11883
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confirm |
Confirm b0d0bed for example: hunters trap, death grip |
Confirmed on 394ac74 |
Confirmed. Once you cut the spell (Below Zero), npc do nothing for the rest of the battle, and of course, not appear more mages. I've tried with mechanic_immune_mask_but not possitive results. Proof with death grip: http://youtu.be/UBS0BTitfFc |
Try this diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index 7e15057..01fb3dc 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -2263,6 +2263,8 @@ void Spell::DoAllEffectOnTarget(TargetInfo* target)
m_caster->ToCreature()->LowerPlayerDamageReq(target->damage);
}
}
+ else if (missInfo == SPELL_MISS_IMMUNE)
+ return;
if (spellHitTarget)
{ |
Whats the code for adding a Diff in a comment? |
|
@Aokromes Thanks ^^ @Golrag Add this too: diff --git a/src/server/scripts/Northrend/IcecrownCitadel/boss_icecrown_gunship_battle.cpp b/src/server/scripts/Northrend/IcecrownCitadel/boss_icecrown_gunship_battle.cpp
index c0c909e..3a5abc3 100644
--- a/src/server/scripts/Northrend/IcecrownCitadel/boss_icecrown_gunship_battle.cpp
+++ b/src/server/scripts/Northrend/IcecrownCitadel/boss_icecrown_gunship_battle.cpp
@@ -1719,6 +1719,8 @@ class npc_gunship_mage : public CreatureScript
npc_gunship_mageAI(Creature* creature) : gunship_npc_AI(creature)
{
me->SetReactState(REACT_PASSIVE);
+ me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true);
+ me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_GRIP, true);
}
void EnterEvadeMode() override |
Just tested my diff with death grip and it works. |
@Golrag On my server i could use spells like Thunderstorm to move the mage while running to the cast point, then again i didn't try to add the immunities by DB. |
Oh... there is no immune mask for knockback in the database D: |
@Golrag I don't know if this just happens to me but even with both of our codes, the mages are still getting bug. If you hit/damage the mages who are casting the portal before the first mage is summoned, once it reaches it's destination point it will not freeze the cannons. |
There are two differents problems. The first one, was to cut casting of Below Zero from mage,and it's solved with previous comments. The other one happens when you hit any npc that cames from portal before they 'arrive' to their place. This is still wrong. |
so make the npcs immune to player until they reach the given place could be a solution? Do player must be able to hit them on their way? |
Btw, using @Golrag code bugged the spell Fear Ward http://www.wowhead.com/spell=6346 on my server, it doesn't remove after absorbing a Fear type spell. |
On my server sometimes freeze only one cannon, the 2nd cannon says evade. |
¿Like this? else if ((missInfo == SPELL_MISS_IMMUNE) && ((unit->GetGUID()== 37116) || (unit->GetGUID() == 37117))) |
I think u want unit->GetEntry() |
--- a/src/server/scripts/Northrend/IcecrownCitadel/boss_icecrown_gunship_battle.cpp
+++ b/src/server/scripts/Northrend/IcecrownCitadel/boss_icecrown_gunship_battle.cpp
@@ -1721,6 +1721,7 @@ class npc_gunship_mage : public CreatureScript
npc_gunship_mageAI(Creature* creature) : gunship_npc_AI(creature)
{
me->SetReactState(REACT_PASSIVE);
+ me->SetInCombatWithZone();
me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true);
} This did it for me, but if everyone is dead or if you try it alone and you activate gm-mode, then it is interrupted again |
@Golrag: Your fix will solve the problem that the battlemage interrupt it' s cast if you use deathgrip on him right? Would it be pssible to put that one: else if ((missInfo == SPELL_MISS_IMMUNE) && ((unit->GetEntry()== 37116) || (unit->GetEntry() == 37117)))
return; in the script of the battlemages in another way? The fix in spell.cpp seems to be a little bit hacky. |
Yup it fixes it. I didn't make changes in spell.cpp for this ^^ |
and btw, we have the same problem with deathgrip with the boss urom in occulus. if a dk uses that spell instant on urom, he will not teleport hisself to another platform. |
He doesn't have mechanic_immune_mask :/ UPDATE creature_template SET mechanic_immune_mask=32 WHERE entry=27655; Should fix it for grip ^^ |
nope he will be immune against the grip, if he is in combat an he starts casting the teleport, he will be immune aginst it. I tried: -> Everything does not work. |
@Mage-Lord Urom it should be:
For both his modes. |
nevertheless the problem will occure if you use the deathgrip ooc on urom. For the battelmages it seems to works, because they are always in combat. |
the second code of @Golrag will fix the Kor'kron Battle-mage bug ? |
The commit fixed the issue for almost all spells but this spells can still mess up the MageAI and turn it into a vegtable: |
could you try to change the interrupt flags of the 'below-zero' spell to interrupt none? |
confirm, still persist |
Changing interrupt flags of below-zero to none doesn't fix this, been there |
channelinterruptflags maybe also set to 0 |
Does the mage only get bugged with Feral Charge - Cat spell or are there any others ways to bug it? |
and btw, we should open a new ticket for this ^^ |
Maybe just give 'em UNIT_FLAG_NOT_SELECTABLE flag while they're moving? |
Haaaaaaaaaack |
Yep) |
@Shauren The battle mage casting interrupt is still bugged. Any ideas? |
Try this: case SLOT_FREEZE_MAGE: |
And please... stop comment in closed issue... |
This NPC freezes the cannons but when a DK throws them the spell Death grip it doesn't freeze anymore the cannons, so you don't need to jump to other ship to pass the battle.
commit 98a9a08
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