Azerothcore-wotlk: 10 Man Raid - Ulduar - Flame Leviathan Shutdown [$20 awarded]

Created on 26 Jan 2017  路  7Comments  路  Source: azerothcore/azerothcore-wotlk

Description:
Flame Leviathan doesn't go into Shutdown when turrets are destroyed.

Current behaviour: Tell us what happens
If a player is launched onto FL he/she can target and destroy the turrets on FL as expected. However, destorying these turrets currently causes no effect,

Expected behaviour: Tell us what should happen instead
Destroying the turrets should cause FL to become stunned, increase its damage taken by 50% and reset its gather speed buff.

Steps to reproduce the problem:

Engage FL.
Launch player onto FL.
Player destroys turrets.
http://wowwiki.wikia.com/wiki/Flame_Leviathan

Branch(es): 0.x / 1.x / master (Specify the branch(es) affected by this issue)

AC hash/commit:
a0ade8571fbc16f9d8452966e89faefd76fab07e
Operating system:
server 2008

Modules: Are you using modules? if yes, list them
none

Other Customizations: Are you use core/db patches or other customizations? If yes please specify them here.
none


The $20 bounty on this issue has been claimed at Bountysource.

Bounty Priority - High

Most helpful comment

I'v add 20$ bounty on this issue

All 7 comments

please fill AC hash/commit:

done

Confirm this issue. Tested Levi encounter in 5 modes. Normal/+1,2,3,and all towers. Same issue is happening. Shutdown doesn't remove MS stacks. :(

I confirm the problem , not only in 10 players , 25 too

Hmm, how i can see the problem is in function definitions for some scripts.

I think the problem is here :

class boss_flame_leviathan_overload_device : public CreatureScript
{
public:
boss_flame_leviathan_overload_device() : CreatureScript("boss_flame_leviathan_overload_device") { }

    struct boss_flame_leviathan_overload_deviceAI : public NullCreatureAI
    {
        boss_flame_leviathan_overload_deviceAI(Creature* creature) : NullCreatureAI(creature)
        {
        }

        void OnSpellClick(Unit* /*clicker*/, bool& result)
        {
            if (!result)
                return;

            if (me->GetVehicle())
            {
                me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
                me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);

                if (Unit* player = me->GetVehicle()->GetPassenger(SEAT_PLAYER))
                {
                    me->GetVehicleBase()->CastSpell(player, SPELL_SMOKE_TRAIL, true);
                    player->ExitVehicle();
                }
            }
        }
    };

    CreatureAI* GetAI(Creature* creature) const
    {
        return new boss_flame_leviathan_overload_deviceAI(creature);
    }

};

In expedcted behaviour , player doesn't need to activate overload device after turret death for overload circuit.
Players just have to kill all the turret and the overload is automatically not a spellClick.
But i don't know how to do this , i don't know c++

I'v add 20$ bounty on this issue

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