Trinitycore: [3.3.5][6.x][Ulduar] Flame Leviathan -Spell Battering Ram not affecting vehicles.

Created on 29 Jul 2015  路  17Comments  路  Source: TrinityCore/TrinityCore

Spell: Battering Ram (62376)

http://www.wowhead.com/spell=62376/battering-ram

Description: Rams the target, dealing damage and knocking it forward.

Effect#3 :
Apply Aura: Mod % Damage Taken (Arcane, Fire, Frost, Holy, Nature, Physical, Shadow)
Value: 50%
Radius: 20 yards

Problem: The debuff is applied only if a player is hit by the spell. The correct is that cars also suffer the debuff.

Prov: Observe the right of the screen, you notice the icon of the debuff. (test on WoD)

wow-64 2015-07-20 22-07-04-75 avi_snapshot_00 49_ 2015 07 29_09 57 07

TC Rev df92d2c8d259a272bf5abfc41293f88781d03457

Comp-Core Feedback-PatchFix Sub-Instances Sub-Spells

Most helpful comment

done

All 17 comments

In my test, this work in all another creature. But in vehicles dont :(

check if the vehicle is immue to 'Mod % Damage Taken' or 'knockback' effects in vehicle.cpp

try:

```c++
// Different immunities for vehicles goes below
switch (GetVehicleInfo()->m_ID)
{
case 335: // Salvaged Chopper
case 336: // Salvaged Siege Engine
case 338: // Salvaged Demolisher
_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN, false); // Battering Ram
break;

in vehicle.cpp in void Vehicle::ApplyAllImmunities()

@Rushor are you sure that they can take knock_back?

They can't.

y, last time that o did ulduar in retail they dont take knock back xd

I checked many videos, and never saw a vehicle been knocked back.

okay well, knockback immunity removed in my first post, but the vehicle should not be immune against SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN

@Rushor missing 1 vehicle, no?

Entry 33060, Salvaged Siege Engine

added :)

Tested and working.
Can you open PR about it @Rushor ?

diff --git a/src/server/game/Entities/Vehicle/Vehicle.cpp b/src/server/game/Entities/Vehicle/Vehicle.cpp
index e930d20..d61a4fe 100755
--- a/src/server/game/Entities/Vehicle/Vehicle.cpp
+++ b/src/server/game/Entities/Vehicle/Vehicle.cpp
@@ -211,6 +211,11 @@ void Vehicle::ApplyAllImmunities()
             // why we need to apply this? we can simple add immunities to slow mechanic in DB
             _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_DECREASE_SPEED, true);
             break;
+        case 335: // Salvaged Chopper
+        case 336: // Salvaged Siege Engine
+        case 338: // Salvaged Demolisher
+            _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN, false); // Battering Ram
+            break;
         default:
             break;
     }

will do

done

Here you can see him knocking back a demolisher: https://www.youtube.com/watch?v=ESsbxiEHaIs&feature=youtu.be&t=6m16s

Some bug i think ariel.
I can record a video for this fight in retail (if necessary), cars cant get knock back...

The video is Patch 3.2 I think, notice the spell indicators of the Vehicles, they're different.

Maybe knock-back mechanic was changed along the way, you can't trust blizz mechanics comparing them to 3.3.5

193e51a80bbd31848a09d1e22bf8b7f05957b9f9

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