Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

fix(Spells/SpellInfoCorrections) PVP in area 52 #18847

Closed
wants to merge 47 commits into from

Conversation

pangolp
Copy link
Contributor

@pangolp pangolp commented Apr 30, 2024

Co-authored-by: Jelle Meeus jellemeeus@hotmail.com

Changes Proposed:

This PR proposes changes to:

  • Core (units, players, creatures, game systems).
  • Scripts (bosses, spell scripts, creature scripts).

Issues Addressed:

Tests Performed:

This PR has been:

  • Tested in-game by the author.

How to Test the Changes:

  1. .tele area52 with 2 opposite faction player
  2. Fight inside Area 52
  3. The guards will start hitting you if you put up a fight.
2024-04-30.01-28-31.mp4

How to Test AzerothCore PRs

When a PR is ready to be tested, it will be marked as [WAITING TO BE TESTED].

You can help by testing PRs and writing your feedback here on the PR's page on GitHub. Follow the instructions here:

http://www.azerothcore.org/wiki/How-to-test-a-PR

REMEMBER: when testing a PR that changes something generic (i.e. a part of code that handles more than one specific thing), the tester should not only check that the PR does its job (e.g. fixing spell XXX) but especially check that the PR does not cause any regression (i.e. introducing new bugs).

For example: if a PR fixes spell X by changing a part of code that handles spells X, Y, and Z, we should not only test X, but we should test Y and Z as well.

@github-actions github-actions bot added CORE Related to the core Script file-cpp Used to trigger the matrix build labels Apr 30, 2024
@pangolp
Copy link
Contributor Author

pangolp commented May 3, 2024

I tested this PR, when I attack hostile players, the guards will immediately attack me. after I am killed by the guards and resurrected, they still attack me. I remain unable to attack these guards.

I'm not sure if this meets expectations. thank you.

According to the videos we were watching, no player can attack the guards. The guards are there to prevent pvp from being done in the area. So we assume that's what should happen, but if anyone has more information, we'll check it out.

@pangolp
Copy link
Contributor Author

pangolp commented May 3, 2024

After being killed by guards, you will still be marked as hostile by them and they will continue to attack. and waiting for a few minutes, the guards will return to a friendly state. If that's as expected, It worked really well.

Thanks for the tests. Could you try the other gobbin areas, such as Booty Bay and Tanaris? Just in case, those mechanics have not been broken, although that should not happen.

@pangolp
Copy link
Contributor Author

pangolp commented May 3, 2024

After testing, it was found that the “Faction” of guards in Tanaris is “475”. Therefore, when I attack hostile players, the guards will retaliate against me. In contrast to this PR (Faction = 1857 and 1806), when I die and respawn, the guards will no longer continue to attack me and will treat me as friendly.

If possible, I think the effect of this PR should be consistent with Tanaris. thank you.

It is difficult to achieve this effect, because the problem is that the area 52 faction is friendly by default. On the other hand, in Tanaris, she is not friendly. The problem is in the DBC. We have to eliminate the default behavior. I don't know if we can achieve the same effect as in Tanaris, however, I would fix the problem, and then if anything, I would improve it. But today it doesn't even work. I would like to add it, and then improve it in another pull request.

Thanks for the tests.

@pangolp
Copy link
Contributor Author

pangolp commented May 3, 2024

Anyway, there's no rush to merge it. We can wait, find out a little more, and see if we can achieve the same effect as in Tanaris. Although it will depend on the evidence we have in this regard. I really don't know how it works on the official servers.

@sogladev
Copy link
Contributor

sogladev commented May 5, 2024

The goblin guards at K3 Storm Peaks suffer from the same issue. I can't think of any other goblin guards

K3 Bruiser, faction 1812

tp to K3

.go xyz 6124 -1023 409.1 571 4.67

@pangolp pangolp closed this May 5, 2024
@pangolp pangolp deleted the area52 branch May 5, 2024 12:52
@pangolp
Copy link
Contributor Author

pangolp commented May 6, 2024

The goblin guards at K3 Storm Peaks suffer from the same issue. I can't think of any other goblin guards

K3 Bruiser, faction 1812

tp to K3

Perfect, I'll try to review it. Thank you.

@pangolp pangolp restored the area52 branch May 6, 2024 21:24
@pangolp pangolp reopened this May 6, 2024
jasonmokk and others added 16 commits May 9, 2024 13:19
…zerothcore#18872)

- Fix typo when loading reference loot templates
- Closes azerothcore#18870

Co-authored-by: Jason Mok <jasonmok@Jasons-MacBook-Air-4.local>
* Init.

Co-Authored-By: AnonXS <19734826+anonxs@users.noreply.github.com>

* Adjust variable spacing.

---------

Co-authored-by: AnonXS <19734826+anonxs@users.noreply.github.com>
…upon opening (azerothcore#18877)

* remove locked status from scarab coffer upon opening

* add Scarab Coffer
…7951) (azerothcore#18850)

* Fix some problems

* Change the name of the spell
…18843)

* WIP maexxna web wrap

* add custom summon web wrap

* progress

* save

* something that works

* update sql

* cleanup script

* clean sql

* remove orientation from position

* fix: cast web wrap on multiple targets

* fix: web wraps should not attack

* adjust vertical speed to reduce speed if close, avoid ceiling yeet

* rename candIt to itr

* remove unused wraps2

* style

* use event instead of update(diff)

* update spell_dbc sql

* include player header to fix error: invalid use of incomplete type

* include SpellAuraEffects header

* fix Effects start at 1 in DBC

* fix web wraps attacking

* calc distance with hypotf, define vspeed ranges, remove trig webwrap enum

* fixup! calc distance with hypotf, define vspeed ranges, remove trig webwrap enum

* fix: call target selection with pos 0, use IsPlayer()

* add validate

* fixup! fix: call target selection with pos 0, use IsPlayer()

* remove not needed header

* remove empty lines

* use registry macro

* Revert "remove not needed header"

This reverts commit 254717d.
…eux (azerothcore#18807)

* fix(Scripts/Spell): Fix Void Zone damage calcs for Netherspite, Blaumeux

* remove blank line

* remove four_horsement_consumption SpellScript

* update comment
correct first phoenix in p5

should spawn 15 seconds before 2nd gravity lapse
sogladev and others added 23 commits May 12, 2024 20:53
…e#18890)

add unkillable during flight phase

_flying: takeoff/landing, moving to location
Phase 2: in the air and casting air spells
… summon Skeletons at that location (azerothcore#18892)

* replace skeletonspawn scheduler with spellscript

* Revert "replace skeletonspawn scheduler with spellscript"

This reverts commit 974bcb8.

* random target and remember position

* target position instead of player

* make pets valid targets for rain of bones

* change 100 to 100.0f
…nd small mounds (azerothcore#18879)

* Delete Flower and Small Dirt Mound
Added flower and small mounds to the event

* fix error

* Update data/sql/updates/pending_db_world/rev_1715349752817459800.sql

Co-authored-by: Dan <83884799+elthehablo@users.noreply.github.com>

* Update data/sql/updates/pending_db_world/rev_1715349752817459800.sql

Co-authored-by: Dan <83884799+elthehablo@users.noreply.github.com>

* Update rev_1715349752817459800.sql

---------

Co-authored-by: Dan <83884799+elthehablo@users.noreply.github.com>
…zerothcore#18796)

* Create rev_1713905765626834000.sql

* unique loot

* remove garbage

* Update rev_1713905765626834000.sql
…g sniffed data (azerothcore#18898)

* Create rev_1715713909070959500.sql

* extra leftovers
…azerothcore#18764)

* fix(Scripts/PVP): correctly spawn generic gameobjects in Alterac Valley

I've been "collecting" these in the DB for a while, now it's time to move
these spawns to the AV script and actually spawn them.

* add 2 additional generic gameobjects
* fix(CI/PCH): revert ubuntu-22.04 to gcc12, add ubuntu-24.04 with gcc14

* also update nopch workflow

* Update core-build-nopch.yml

* Update core-build-pch.yml
Co-authored-by: Jelle Meeus <sogladev@gmail.com>
@github-actions github-actions bot added Workflow Workflow related DB related to the SQL database labels May 18, 2024
@pangolp
Copy link
Contributor Author

pangolp commented May 18, 2024

And then they say that I don't like giving credits, but this time, I think I got out of hand.

@pangolp
Copy link
Contributor Author

pangolp commented May 18, 2024

This is a disaster, nothing is understood, I better close this and create it again.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
CORE Related to the core DB related to the SQL database file-cpp Used to trigger the matrix build Script Workflow Workflow related
Projects
None yet