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Dire Maul Bugs #5
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DISCLAIMER I dont know scripting, I've tried following the example files provided in the scriptdev2 map which didnt go too well, I've taken a class in java but that's basically it so dont expect advanced understanding of what is possible and what's not. I apologize in advance for my english which is not my first language and therefore not prefect. Thanks! :)
I ran dire maul with a friend of mine the other day on my own mangoszero server (using scriptdev2 obviously) and we came across some bugs which I thought I'd share here. (Basically bugs that makes the bosses undoable/wierd)
- Tendris Warpwood casts roots and all of that but for some reason he keeps glitching trough the ground and once he casts root when under the ground he drags you down which results in a fall under the map. (This may be caused by corrupt movement maps. I've made an issue regarding this on the mangoszero github, He's still glitching trough with movement maps off tho)
- Immol'thar if I remember him correctly is just supposed to summon some eyes and do a disease. For now he only does his disease, he's doable but the issue is that his hit aura is massive, you can basically hit him from anywhere within his "arena"
- (EDIT) Guard Mol'Dar / Fengus / Slip'Kik seem to work fine.
- Captain Kromcrush. He basically is just like the guards, no spells and no yelling etc. If I remember correctly he is supposed to do thunderclap and at 50% he shouts which summons 2 "Gordok Reavers" and that's pretty much it.
- King Gordok, now here's the advanced part and I believe scripting this takes some serious effort but as mentioned before if it's just doable I dont really mind. The problem with this fight is basically that when Gordok dies, for some odd reason the entire room gets aggroed (Including critters lol). Once he's dead Cho'Rush The Observer is supposed to sit down and yell "the king is dead bla bla bla" then Mizzle the Crafty appears and declears that the king is dead and gives you the option (From a menu) to summon the Tribute Run chest. None of this happends ofc due to its complexity.
The fight in general seem to be working pretty good, King Gordok does his pushback etc (he should charge random targets aswell I believe) and Chu'Rush casts his fireballs (but does not stand still in one spot as he should).
any boss not mentioned here seemed to work fine. such as Prince Tortheldrin which does his pushback and arcane spells but misses his dialog.
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xfurry commentedon Apr 24, 2013
Hi.
Thanks for reporting this. I tested all your bugs and here is what I can confirm:
Effect 2: Id 5 (SPELL_EFFECT_TELEPORT_UNITS) BasePoints = 1 Targets (6, 47) (TARGET_CHAIN_DAMAGE, TARGET_DYNAMIC_OBJECT_FRONT). Poke @Schmoozerd or @cyberium about this.ID - 22860 Call Reaversat 50% hp, but this will lead us to another DB issue, since this spell requires script targetEffect 0: Id 28 (SPELL_EFFECT_SUMMON) BasePoints = 2 Targets (46, 0) (TARGET_SCRIPT_COORDINATES, NO_TARGET) EffectMiscValueA = 11450 EffectMiscValueB = 61. Poke @Schmoozerd about this, he should have some sniffs and tell us which is the right target.It would be very nice if you, or someone else could provide a nice script for this event using the link I provided.
Finally the Tribute Chest loot modes (depending on the guards left alive), will be implemented with SD2 soonish.
Schmoozerd commentedon Apr 24, 2013
xfurry commentedon Apr 27, 2013
About point 1:
I tried this, but it doesn't work:
raymerjacque commentedon Aug 4, 2013
Current Dire maul bugs :
NPC/Event/Quest/instance script.
Immol'Thar's prison does not have the forcefield around it, therefor it is not necissary to clear the pylons/beacons.
He would open the door that leads to Alzzin the Wildshaper. But the door he is supposed to open isn't there.
http://www.wowwiki.com/Immol'thar
http://www.wowwiki.com/Lord_Hel'nurath
http://www.wowwiki.com/Prince_Tortheldrin
http://www.wowwiki.com/Dire_Maul_tribute_run
http://www.wowwiki.com/Guard_Slip'kik
http://www.wowwiki.com/Mizzle_the_Crafty
http://www.wowwiki.com/Gordok_Courtyard_Key
http://www.wowwiki.com/Gordok_Inner_Door_Key
http://www.wowwiki.com/Pusillin
http://www.wowwiki.com/Quest:Pusillin_and_the_Elder_Azj'Tordin
http://www.wowwiki.com/Old_Ironbark
http://www.wowwiki.com/Isalien
Ridiculous, this instance is completely broken.
xfurry commentedon Aug 4, 2013
poke @cala about this. Most of this seem to be DB issues.
raymerjacque commentedon Aug 4, 2013
some are DB issues yes.
but the little imp that drops the key is meant to be scripted, the bosses related to the pally/warlock epic quests need to be scripted, the mobs that move in specific groups together need to be scripted. So there is some work that needs done on scripting side. but yes alot of DB issues as well.
Schmoozerd commentedon Aug 4, 2013
but the little imp that drops the key is meant to be scripted
-> no
the bosses related to the pally/warlock epic quests need to be scripted
--> possibly, but also possible that they will be fine doable with acid
, the mobs that move in specific groups together need to be scripted.
--> probably not (creature_linking_template)
cala commentedon Aug 5, 2013
Many of these are clearly DB issues. I agree that Dire Maul needs its share of love, especially as most of the works on classic DB were related to outside world. It is time to upgrade the instances, now.
Anyway, switching this issue to classic DB: classicdb/database#77
xfurry commentedon Aug 5, 2013
@raymerjacque: most of the things that you added to the list are already scripted using DB_scripts or EventAI.
I will work with @cala during the following weeks in order to get things properly backported from UDB to ClassicDB.
raymerjacque commentedon Aug 5, 2013
Ok thnx.
The imp doesnt just move along waypoints, he waits for players to come within a cetain radius, usually just out of striking distance and then runs along to next waypoint... so dont think that can be done via DB ? im not expert so no idea.
As for the mobs moving in groups, half of diremaul has mobs that should move in groups and as you say setting individual waypoints make them all out of sync and some of them are in circle formation, so out of sync defeats the point.
You can manually spawn the horse for the pally quest, however he is suppose to only spawn once the boss is killed.
Ive only just started messing around with Cmangos, I am already fixing alot of stuff and will commit anything i fix, but all the scripting is still bit out of my league, hence i report it here.
Schmoozerd commentedon Aug 5, 2013
And this is perfectly fine.
Infact DireMaul is in bad shape :(
But it is not in as bad shape as one might think when playing classicDB, and this is actually caused by the nobody having been doing real development work on a database for classic before cala started.
Anyhow - DBScripting is extremely powerfull. Example your problem of summoning a mob after some other mob dies, this is all doable by DBScripting.
So - as you start - maybe you will be most interested in getting familiar with the DBScripts Engine.
Many things won't be doable perfectly with it, but most things should be doable well at least :)
raymerjacque commentedon Aug 5, 2013
you mean directly in DB, sql editing can do most of this stuff ? always thought sql just controlled spawns, items/loot and waypoints and so forth.
O wait i see the db-script entries in the DB, any guide around showing how the fields all link up ?
cala commentedon Aug 8, 2013
With all the issues listed here, I've created a specific milestone for Dire Maul in Classic DB.
@raymerjacque you will find usefull info here: https://github.com/cmangos/issues/wiki/DBScripts and there: https://github.com/cmangos/mangos-wotlk/blob/master/doc/script_commands.txt
Also, feel free to test with any of the
dbscripts_on_*table of the database to see some examples.