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 $20 bounty on this issue has been claimed at Bountysource.
please fill AC hash/commit:
done
Confirm this issue. Tested Levi encounter in 5 modes. Normal/+1,2,3,and all towers. Same issue is happening. Shutdown doesn't remove MS stacks. :(
I confirm the problem , not only in 10 players , 25 too
Hmm, how i can see the problem is in function definitions for some scripts.
I think the problem is here :
class boss_flame_leviathan_overload_device : public CreatureScript
{
public:
boss_flame_leviathan_overload_device() : CreatureScript("boss_flame_leviathan_overload_device") { }
struct boss_flame_leviathan_overload_deviceAI : public NullCreatureAI
{
boss_flame_leviathan_overload_deviceAI(Creature* creature) : NullCreatureAI(creature)
{
}
void OnSpellClick(Unit* /*clicker*/, bool& result)
{
if (!result)
return;
if (me->GetVehicle())
{
me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
if (Unit* player = me->GetVehicle()->GetPassenger(SEAT_PLAYER))
{
me->GetVehicleBase()->CastSpell(player, SPELL_SMOKE_TRAIL, true);
player->ExitVehicle();
}
}
}
};
CreatureAI* GetAI(Creature* creature) const
{
return new boss_flame_leviathan_overload_deviceAI(creature);
}
};
In expedcted behaviour , player doesn't need to activate overload device after turret death for overload circuit.
Players just have to kill all the turret and the overload is automatically not a spellClick.
But i don't know how to do this , i don't know c++
I'v add 20$ bounty on this issue
Most helpful comment
I'v add 20$ bounty on this issue