Description: Sindragoga unplayable
Current behaviour:
She kills everyone when she is coming (Include GMs) and then run to the door behind. At this moment, she is unattackable.
Expected behaviour: (Tell us what should happen instead.)
Steps to reproduce the problem: Just kill the 2 wyrms and see...
Branch(es): 3.3.5
TC rev. hash/commit: 9486123afbaedfe33d7e9983d7f06f850f73bac6
TDB version: 335.62
Operating system: Tested on Win server 2008 x64 and Win7 x64
This looks very much like issue Sindragosa Issue #9275 which got closed, pointing to [MovementMaps] Sindragosa #8786, which is also closed. Many other Sindragosa issues have been closed before, pointing to the very old issue [General] Evade/Movement Issues #4943 .
Browse this search result list and check each issue for a match to your report:
https://github.com/TrinityCore/TrinityCore/search?q=Sindragosa&state=open&type=Issues&utf8=✓
Please check these 11 other open issues (2 issues are only [DEV] reference lists) and consider closing this as a duplicate of one of the existing issues regarding Sindragosa.
It's not movement issue...
she without target is correct behavior at this point...
issue is: When sindragosa appear (intro) she cast some "frostbolt" in raid, and this "frostbolt" hits everyone, including Game Masters...
Ps: Spell name is not frostbolt, lazy dont let me look what is the real name :P
I know, that is what I was trying to point to. See https://github.com/TrinityCore/TrinityCore/issues/9275#issue-11278566
[edit] I guess you are referring to the infamous Ice Tombs fired by Sindragosa in her flight phases.
It does damage based on target count and frost resistance, weren't you alone? How much damage did it do?
About GM targetting, that one is probably a bug.
It's because Frost bomb intro uses direct DealDamage functions instead of using spell system, does not take into account GM status of Player
I don't think it should even target GMs, though.
I agree with @ariel-. Doing research and found that it's not going through the spell system, so regardless of being a GM - you will take damage as a normal player since there is no filter.
Sindragosa was functioning correctly a few months ago. I don't think it has to do with the mmaps.
@ariel- maybe 1 GM check inside script?
diff --git a/src/server/scripts/Northrend/IcecrownCitadel/boss_sindragosa.cpp b/src/server/scripts/Northrend/IcecrownCitadel/boss_sindragosa.cpp
index f3021cd..1eab3bc 100644
--- a/src/server/scripts/Northrend/IcecrownCitadel/boss_sindragosa.cpp
+++ b/src/server/scripts/Northrend/IcecrownCitadel/boss_sindragosa.cpp
@@ -1087,8 +1087,13 @@ class spell_sindragosa_s_fury : public SpellScriptLoader
}
}
- void CountTargets(std::list<WorldObject*>& targets)
+ void HandleTargets(std::list<WorldObject*>& targets)
{
+ targets.remove_if([](WorldObject* target)
+ {
+ return target->ToPlayer()->IsGameMaster();
+ });
+
_targetCount = targets.size();
}
@@ -1120,7 +1125,7 @@ class spell_sindragosa_s_fury : public SpellScriptLoader
void Register() override
{
BeforeCast += SpellCastFn(spell_sindragosa_s_fury_SpellScript::SelectDest);
- OnObjectAreaTargetSelect += SpellObjectAreaTargetSelectFn(spell_sindragosa_s_fury_SpellScript::CountTargets, EFFECT_1, TARGET_UNIT_DEST_AREA_ENTRY);
+ OnObjectAreaTargetSelect += SpellObjectAreaTargetSelectFn(spell_sindragosa_s_fury_SpellScript::HandleTargets, EFFECT_1, TARGET_UNIT_DEST_AREA_ENTRY);
OnEffectHitTarget += SpellEffectFn(spell_sindragosa_s_fury_SpellScript::HandleDummy, EFFECT_1, SPELL_EFFECT_DUMMY);
}
PS: Spell has SPELL_ATTR3_ONLY_TARGET_PLAYERS so... target->ToPlayer() should be never null.
Tested and works... but idk if is the right way to handle with it
About hitting targets outside Line of Sight... spell has attr: SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS
btw, why gms is inside of target list?
To allow a GM account character to play as a "normal" character as long as GM is OFF, I guess.
Characters also die in GM mode on.
After Sindragosa's landing, he sometimes run to the stair. But he always becomes unattackable.
The ice wall doesn't appear on the stairs to lock the area.
@ConradBunton She will stuck if you dont have boss requeriments (kill all boss before Sindragosa)
if you are behind of this line:

She will pull in you but enter in evade mode (caused by boundary system), so she will decrease 1 heroic attempt.
This is correct behavior, because in retail, players should pull Sindragosa after she down to ground... (Has a DoZoneInCombat call when she reach the point POINT_FROSTWYRM_LAND
Hmm, I can reproduce your evade stuck issue, trying find a way to fix...
Edit
Yeah, evade stuck is caused by CheckRequirements, something is broken in EnterCombat / EnterEvade when CheckRequirements fail. And has a double check of CheckRequirements:
BossAI::EnterCombat()Btw, it is not Sindragosa bug, it is a generic bug with CheckRequirements. I remember that I try make a "hackfix" in Blood Queen and tried using something like:
if (instance->GetBossState(DATA_BLOOD_PRINCE_COUNCIL) == IN_PROGRESS)
return;
in EnterCombat and it showed exactly the same issue. xd
Anothers bugs on this instance :
No supresser on Valithria
NPC 37127 37132 37133 37134 haven't their casts
NPC 37126 sometimes stuck and stay unattackable
1 bug per ticket :)
open new tickets for each npc.
And Trash mobs in general need SAI in ICC.
It's a boundary system issue, to reproduce it:
.go 4361.2392, 2482.7885, 358.438i dont think that is boundary issue because you can reproduce this issue with npcs without boundary system, just add some condition with return in EnterCombat()
But the boss is not supposed to bypass the boundary area.
true, but when this issue occours, script stuck, nothing work anymore...
she stuck in some EnterCombat/EnterEvade loop, dont back from home position, evade state stuck, .npc evade dont work, dont reset auras, everything stop work :)
it's the anticheat system
do this:
.instance setbossstate 0 3
.instance setbossstate 1 3
.instance setbossstate 2 3
.instance setbossstate 3 3
.instance setbossstate 9 3
.instance setbossstate 10 3
Then to reproduce the issue again and again juste .npc del sindragosa and move where she lands to make it respawn.
Notice the position 4361.2392, 2482.7885, 358.438 is just on top of the boss (25yards)
issue here could be related with waypoints too.
Sindra movement is realy weird and he stuck in some loop (maybe caused by #18594)
Test with
diff --git a/src/server/scripts/Northrend/IcecrownCitadel/boss_sindragosa.cpp b/src/server/scripts/Northrend/IcecrownCitadel/boss_sindragosa.cpp
index 13dee24..ba50ab5 100644
--- a/src/server/scripts/Northrend/IcecrownCitadel/boss_sindragosa.cpp
+++ b/src/server/scripts/Northrend/IcecrownCitadel/boss_sindragosa.cpp
@@ -270,10 +270,14 @@ class boss_sindragosa : public CreatureScript
return;
}
- BossAI::EnterCombat(victim);
DoCast(me, SPELL_FROST_AURA);
DoCast(me, SPELL_PERMAEATING_CHILL);
Talk(SAY_AGGRO);
+
+ instance->SetBossState(DATA_SINDRAGOSA, IN_PROGRESS);
+ me->SetCombatPulseDelay(5);
+ me->setActive(true);
+ DoZoneInCombat();
}
void EnterEvadeMode(EvadeReason why) override
Looks like BossAI::_EnterCombat() cause this evade/stuck issue.
Maybe caused by double check of CheckRequiredBosses
Uhh, this bug only happens to GM character.
Players (gm 0) it works well.
@Keader so this ticket only afects gms?
... and if so, did ariel-'s commit https://github.com/TrinityCore/TrinityCore/commit/317efd51ec2289b7e22fdcc5ecfafb7c9b05441b solve that part of the issue?
If it's gm only issue i will close it on 0,0001s :P
No, there's a real issue about boundary, it's easy to reproduce: https://github.com/TrinityCore/TrinityCore/issues/18452#issuecomment-267477155
This issue happen with https://woehead.way-of-elendil.fr/?npc=37129 once Svalna is killed if Crok is inside the boundary area of Sindragosa he will aggro the boss and it will stack the combat.
Probably despawning Crok some seconds after Svalna death fix the problem.
Any idea how may despawning Crok after Svalna death? May be increased the distance to the Crok? Now Sindragosa have aggro on the Captain Brendon.
Why isn't the boundary cleared temporarily on air phase, and a Z check is added so crok isn't inside boundaries?
I don't know.
Reproduce:
1) All dies (2 or more) in Sindragosa and leave the corpse
2) Sindragosa enters the combat with Captain Brendon
I believe this issue is still valid, Sindragosa becomes "Invalid Target" and wipes the whole raid in seconds., 90% of the times Sindragosa fight is an instant fail due to "Invalid Target" bug.
Most helpful comment
It's because Frost bomb intro uses direct DealDamage functions instead of using spell system, does not take into account GM status of Player