Description:
Noth the Plaguebringer gets stuck in phase 2 upon teleporting back from the balcony to the room
Current behaviour:
Noth the Plaguebringer gets stuck in phase 2 upon teleporting back from the balcony to the room. Noth is just not teleporting back to the room.
Expected behaviour:
Noth should teleport downstairs and the fight should continue.
Steps to reproduce the problem:
Start fighting Noth The Plaguebringer. Wait for phase 2, Noth teleports to balcony and not teleporting back.
Branch(es): 3.3.5
TC rev. hash/commit:
TrinityCore rev. c79571a09678 2019-11-03 17:00:24
TDB version: TDB 335.19101
Operating system: windows server 2012
that was fast lul
Yeah. If you remember from way back earlier, he described how he needed to reduce his involvement here to gain more peace and control over his spare time.
Removing DoCastAOE(SPELL_TELEPORT_BACK); is the problem.
The rest works as intended
Sorry, my mind is a bit slow. Are you saying "when line 299 is removed, the script works" ?
No you misunderstand. removing spell cast and replacing it with const coordinates and not a spell
Very well, thank you for pointing out what needs to be done. Let us hope someone else has got suggestions for what can be done to make it work again.
No you misunderstand. removing spell cast and replacing it with const coordinates and not a spell
That's a hack. Figure out what's causing the spellcast to fail.
Since https://github.com/TrinityCore/TrinityCore/commit/49d0a5bbb69dd352bac0009625ded2c472b66805 you can just get the return of cast, and check why it's failing.
49d0a5b
Breaks many encounters and that commit is absolutely unnecessary.
Noth teleports back into the middle of the room but he is unassailable and not selectable.
How about checking the logs to see what is happening when Noth teleports back and see if there are any errors in the logs?
How about checking the logs to see what is happening when Noth teleports back and see if there are any errors in the logs?
I dont think so, u can join me in the test if u wanna see the problem more closely
The problem is easily solved by adding attack nearest player line and removing ImmuneToPC from the script as its not needed and breaks Noth attack. ImmuneToPC is what causing Noth to not attack
Original code
246-252 boss_noth.cpp events.SetPhase(PHASE_BALCONY);
me->SetReactState(REACT_PASSIVE);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
me->SetImmuneToPC(true);
me->AttackStop();
me->StopMoving();
me->RemoveAllAuras();
I have to remove ImmuneToPC like that ?
246-252 boss_noth.cpp events.SetPhase(PHASE_BALCONY);
me->SetReactState(REACT_PASSIVE);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
me->SetImmuneToPC();
me->AttackStop();
me->StopMoving();
me->RemoveAllAuras();
and
304-308 boss_noth.cppcase EVENT_GROUND_ATTACKABLE:
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
me->SetImmuneToPC();
me->SetReactState(REACT_AGGRESSIVE);
break;
If u can show its will be cool @xParad0x , Thank you.
The issue is related to combat/threat:
This is what .debug threat will show once the boss teleport:
Noth the Plaguebringer (GUID 21) does not threaten any units.
Threat list of Noth the Plaguebringer (GUID 21, SpawnID 127801):
Also the reset in this case will not be executed when the boss get out of combat:
https://github.com/TrinityCore/TrinityCore/blob/3.3.5/src/server/scripts/Northrend/Naxxramas/boss_noth.cpp#L98
This is a generic issue we saw it in Broggok script: https://github.com/TrinityCore/TrinityCore/commit/1bdc792559fbf4fa713fce40cdcf012e63fdc741#diff-361226ee2d7dc2bfd9b9d27273a3bad2L60
Reliquary of the Lost also has the same issue, and I encounter it here https://github.com/TrinityCore/TrinityCore/issues/21570#issuecomment-580914031
@junker1609
case EVENT_GROUND_ATTACKABLE:
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
me->SetReactState(REACT_AGGRESSIVE);
DoZoneInCombat();
AttackStart(me->SelectNearestPlayer(50.0f));
break;
and remove any line that has me->SetImmuneToPC(false); and me->SetImmuneToPC(True); and your script will work fine, me->SetImmuneToPC is absolutely not needed here as me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); takes care of that already
@junker1609
case EVENT_GROUND_ATTACKABLE: me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); me->SetReactState(REACT_AGGRESSIVE); DoZoneInCombat(); AttackStart(me->SelectNearestPlayer(50.0f)); break;
and remove any line that has me->SetImmuneToPC(false); and me->SetImmuneToPC(True); and your script will work fine, me->SetImmuneToPC is absolutely not needed here as me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); takes care of that already
Its fonctionnal yes ! Thank you.
The offline threat is causing this issue, allowing immune pc/npcs to have online threat fix it, but the teleport timer looks wrong, and if you "gm on" after the teleportation ends the boss will keep following you.
``` diff
diff --git a/src/server/game/Combat/ThreatManager.cpp b/src/server/game/Combat/ThreatManager.cpp
index 0743d70fd3..a4e5dfd94a 100644
--- a/src/server/game/Combat/ThreatManager.cpp
+++ b/src/server/game/Combat/ThreatManager.cpp
@@ -99,10 +99,10 @@ bool ThreatReference::ShouldBeOffline() const
{
if (!_owner->CanSeeOrDetect(_victim))
return true;
The boss has more than one issue, for example it will keep follow the player after an evade https://imgur.com/wQAw6aj
True. I confirmed that this issue is still in effect just a few moments ago on tcubuntu.northeurope.cloudapp.azure.com . Noth the Plaguebringer follows the player (even GM) around all of Naxxramas, regardless of which quarter you visit (didn't test moving on to Sapphiron or Kel'Thuzad). Interesting to watch what happens if you go there with a mage, warlock or hunter with your pet active. Set your pet to Aggressive and watch your pet twitch endlessly between attacking and stopping the attack, as fast as the game animation will allow it.
events.SetPhase(PHASE_BALCONY);
me->SetReactState(REACT_PASSIVE);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
me->SetImmuneToPC(true);
me->AttackStop();
me->StopMoving();
me->RemoveAllAuras();
ok, if I delete the line me->SetImmuneToPC(true)
, can the player select the boss and attack him?
Most helpful comment
@junker1609
and remove any line that has me->SetImmuneToPC(false); and me->SetImmuneToPC(True); and your script will work fine, me->SetImmuneToPC is absolutely not needed here as me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); takes care of that already