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ZA Zul'Jin #61
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Hmm, no obvious mistake within the script, maybe a possible glitch with these spirits as they might be stunned and hence behave strangely Can you test this patch please: diff --git a/scripts/eastern_kingdoms/zulaman/boss_zuljin.cpp b/scripts/eastern_kingdoms/zulaman/boss_zuljin.cpp
index 0ae3605..5d54d63 100644
--- a/scripts/eastern_kingdoms/zulaman/boss_zuljin.cpp
+++ b/scripts/eastern_kingdoms/zulaman/boss_zuljin.cpp
@@ -197,6 +197,7 @@ struct MANGOS_DLL_DECL boss_zuljinAI : public ScriptedAI
{
if (Creature* pSpirit = m_pInstance->GetSingleCreatureFromStorage(aZuljinPhases[i].uiSpiritId))
{
+ pSpirit->RemoveAllAurasOnEvade();
pSpirit->SetStandState(UNIT_STAND_STATE_STAND);
pSpirit->AI()->EnterEvadeMode();
}
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@overy please give us more details:
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@Schmoozerd edit: Hmm seems to be good |
@overy so does the patch Schmoo provided work fine? If yes, I will push this to master as soon as possible. |
i think if this works there must be some other bug - @xfurry please still do your tests, this looks like some hidden issue that the spirit guys don't evade properly (.list auras .npc aiinfo) |
@xfurry tested three times and no stuck. So it is possible work. |
So patch work fine, but if he cast Whirlwind spell and he is ready for transform, visual stay in Trol model (need interupt Whirwind?). |
@overy I tested your issue on the exact configuration as you (without the patch from Schmoo) and I couldn't find any problem. UPDATE `creature_template` SET `unit_flags` = 33536 WHERE `entry` IN (23877, 23878, 23879, 23880); I noticed that without this unit flag some spirits get killed during the fight, so it's obvious that they won't be able to channel the spirit drain spell again, since they can't cast spells while dead 😛 PS. Just seen the message you wrote a few min ago:
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@xfurry I'am tested it now without this patch and works so there must be something what me with testers do :/ If I find something give feedback about it.
BTW: About his Whirlwind it do only 1 tick? It is correct? I can't find any info about it. |
This fixes some of the issues posted on #61
I found new bugs: In phase 4 after he use some abilities he stop use autoattack (the same problem as Whirlwind?), Claw rage not working properly it don't do any damage. |
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for the second, try to use zul'jin as original caster for the spell that hits him |
Poke @overy is this issue still alive, or can we close this? |
Looks good. |
@xfurry - you wrote:
I think you simply need to reset the attack-timer_s_ to std::min(currentTimer, maxTimerWithoutAura) on auraRemoval. |
I haven't tested this, but I think it might do the trick: diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp
index 9545dc4..2a670e4 100644
--- a/src/game/SpellAuras.cpp
+++ b/src/game/SpellAuras.cpp
@@ -6346,6 +6346,8 @@ void Aura::HandleModMeleeSpeedPct(bool apply, bool /*Real*/)
Unit* target = GetTarget();
target->ApplyAttackTimePercentMod(BASE_ATTACK, float(m_modifier.m_amount), apply);
target->ApplyAttackTimePercentMod(OFF_ATTACK, float(m_modifier.m_amount), apply);
+ target->resetAttackTimer(BASE_ATTACK);
+ target->resetAttackTimer(OFF_ATTACK);
}
void Aura::HandleAuraModRangedHaste(bool apply, bool /*Real*/)
What do you think? |
hmm, why reset? hence i think you need to use some clever system with min/max (remaining current time, and reset-time) and dependend on apply/remove and positive / negative effect. To be clear: CASE B: Aura with attack-speedup, apply case C: Aura with attack-speedup, remove case D: Aura with attack-delay, remove |
After party wipe when Zul'jin is transfered into some form, next time he tries transform to any form, he stucks and does nothing.
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