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[3.3.5][ICC] Gunship - Kor'kron Battle-Mage #14912

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ghost opened this issue Jun 18, 2015 · 12 comments
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[3.3.5][ICC] Gunship - Kor'kron Battle-Mage #14912

ghost opened this issue Jun 18, 2015 · 12 comments

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@ghost
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ghost commented Jun 18, 2015

Battle-mage NPC is interruptible by many spells, after interrupt npc will go on evademode

few spells those can interrupt Mage:
Freezing arrow,
Druid feral charge,
bloodelf racial spell (arcane torrent)
warrior pummel,
and ...

TDB 58
Rev: c544e88
Custom Script: AC2 Transmog

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@ghost
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ghost commented Jun 18, 2015

#11883

@Keader
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Keader commented Jun 18, 2015

confirm on rev 170ba68

@Killyana
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It's not a problem with the immunities, but a general issue that happen if the npc is rooted or in forced movement + react passif, this will cause the evade and the script will be stuck.

you can check here all the immunities are set:
MechanicImmuneMask: 650854267
MECHANIC_CHARM (0x1)
MECHANIC_DISORIENTED (0x2)
MECHANIC_DISTRACT (0x4)
MECHANIC_FEAR (0x5)
MECHANIC_GRIP (0x6)
MECHANIC_ROOT (0x7)
MECHANIC_SILENCE (0x9)
MECHANIC_SLEEP (0XA)
MECHANIC_SNARE (0xB)
MECHANIC_STUN (0xC)
MECHANIC_FREEZE (0xD)
MECHANIC_KNOCKOUT (0xE)
MECHANIC_POLYMORPH (0x11)
MECHANIC_BANISH (0x12)
MECHANIC_SHACKLE (0x14)
MECHANIC_TURN (0x17)
MECHANIC_HORROR (0x18)
MECHANIC_INTERRUPT (0x1A)
MECHANIC_DAZE (0x1B)
MECHANIC_SAPPED (0x1E)

@ghost
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ghost commented Jun 18, 2015

Hackfix set non selectable at spawn and remove it on spell cast

@Goatform
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Well, why not to fix it simply in SpellMgr.cpp adding interrupt immunity flags/attributes to his spells.

@ghost
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ghost commented Jun 18, 2015

It's not an immunity issue.
It's not a spell issue.

It's not even related to the mages only but you can get any creature to stuck and not move to their "slot" if you hit them with these spells.

Probably related to how the movement is handled

@Rushor Rushor changed the title [ICC] Gunship - Kor'kron Battle-Mage [3.3.5][ICC] Gunship - Kor'kron Battle-Mage Feb 5, 2016
@lellonicole
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@Nyeriah Any news?

@lellonicole
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lellonicole commented May 30, 2016

@Shauren @Nyeriah @Rushor
Hi, after several attempts I realized that the problem is due to the list threath NPC empty at the time of the cast spell Below Zero.
I hope it is not hack, but this fix the problem:

case SLOT_FREEZE_MAGE:
if (Player* player = me->SelectNearestPlayer(50.0f))
{
me->SetInCombatWithZone();
me->AddThreat(player, 1.0f);
DoCastAOE(SPELL_BELOW_ZERO);
}
break;

@Keader
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Keader commented May 30, 2016

is empty because he enter in evade.

@ghost
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ghost commented May 31, 2016

@lellonicole : add ```cpp on the line above your code block (edit your comment).

if you need to add more comment text below it, you can put only the back ticks ``` before adding text.

@Keader
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Keader commented Jun 28, 2016

Just override EnterEvadeMode() function solve this issue.
Still is hack, but is more "clean".
Creature enter in evade for some fucked reason, and stop cast because is in evade...
And when Gunship wipe, this creature is despawned... so... he dont need enter in evade in any moment in this fight...

Keader added a commit to Keader/TrinityCore that referenced this issue Sep 22, 2016
DDuarte pushed a commit that referenced this issue Sep 26, 2016
@DDuarte DDuarte closed this as completed Sep 26, 2016
Aokromes pushed a commit to Aokromes/TrinityCore that referenced this issue Sep 27, 2016
@ghost
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ghost commented Sep 27, 2016

Nice job, @Keader 👍

joschiwald pushed a commit that referenced this issue Mar 3, 2017
conan513 pushed a commit to conan513/SingleCore_TC that referenced this issue Mar 13, 2017
Krudor pushed a commit to Krudor/TrinityCore that referenced this issue Jul 13, 2017
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