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Fix(SQL/SAI): Erratic Sentry Spells #20619
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I don't think that this PR should close the report. It is an update, because doesn't resolve this part:
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I've tested your PR and I've some things to say: Notes: I've the sensation that Capacitator Overload doesn't work on AC. It causes low damage and insta-cast self-repair. Source: Video |
Need to overwrite the script prob |
I don't know too xD. This is your previous script with flags removed and comments updated. UPDATE `creature_template` SET `AIName` = 'SmartAI' WHERE `entry` = 24972;
DELETE FROM `smart_scripts` WHERE (`source_type` = 0 AND `entryorguid` = 24972);
INSERT INTO `smart_scripts` (`entryorguid`, `source_type`, `id`, `link`, `event_type`, `event_phase_mask`, `event_chance`, `event_flags`, `event_param1`, `event_param2`, `event_param3`, `event_param4`, `event_param5`, `event_param6`, `action_type`, `action_param1`, `action_param2`, `action_param3`, `action_param4`, `action_param5`, `action_param6`, `target_type`, `target_param1`, `target_param2`, `target_param3`, `target_param4`, `target_x`, `target_y`, `target_z`, `target_o`, `comment`) VALUES
(24972, 0, 0, 0, 1, 0, 100, 512, 60000, 90000, 60000, 90000, 0, 0, 11, 45014, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 'Erratic Sentry - Out of Combat - Cast \'Capacitor Overload\''),
(24972, 0, 1, 0, 0, 0, 100, 0, 3000, 7000, 3000, 7000, 0, 0, 11, 33688, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 'Erratic Sentry - In Combat - Cast \'Crystal Strike\''),
(24972, 0, 2, 0, 0, 0, 100, 0, 8000, 15000, 8000, 15000, 0, 0, 11, 45336, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 'Erratic Sentry - In Combat - Cast \'Electrical Overload\''),
(24972, 0, 3, 0, 0, 0, 100, 0, 12000, 20000, 12000, 20000, 0, 0, 11, 35892, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 'Erratic Sentry - In Combat - Cast \'Suppression\''),
(24972, 0, 4, 0, 8, 0, 100, 512, 44997, 0, 0, 0, 0, 0, 41, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 'Erratic Sentry - On Spellhit \'Converting Sentry\' - Despawn Instant'); |
Look here, if you want to know how it works during the quest (from minute 5:20) |
So it shouldn't follow player |
No, it shouldn't. If you look the report well, you'll notice that it is in Current Behaviour, not in Expected Blizzlike Behaviour (Current Behaviour is how currenly work on AC, Expecter Blizzlike Behaviour is how it should work). Quote from the report (Expected Blizzlike Behaviour).
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Okay so let's go learn how I can add text 😄 I forgot everything |
I've committed a mistake on my report. Erratic Sentry should say "Core overload detected. System malfunction detected..." when he use Electrical Overload ability and not when Converted Sentry spawn. When Converted Sentry spawn it should say two random phrases that are already scripted in smartai but they doesn't work. I just fixed these two issues. These are my full-queries: -- Erratic Sentry
UPDATE `creature_template` SET `AIName` = 'SmartAI' WHERE `entry` = 24972;
DELETE FROM `smart_scripts` WHERE (`source_type` = 0 AND `entryorguid` = 24972);
INSERT INTO `smart_scripts` (`entryorguid`, `source_type`, `id`, `link`, `event_type`, `event_phase_mask`, `event_chance`, `event_flags`, `event_param1`, `event_param2`, `event_param3`, `event_param4`, `event_param5`, `event_param6`, `action_type`, `action_param1`, `action_param2`, `action_param3`, `action_param4`, `action_param5`, `action_param6`, `target_type`, `target_param1`, `target_param2`, `target_param3`, `target_param4`, `target_x`, `target_y`, `target_z`, `target_o`, `comment`) VALUES
(24972, 0, 0, 0, 1, 0, 100, 512, 60000, 90000, 60000, 90000, 0, 0, 11, 45014, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 'Erratic Sentry - Out of Combat - Cast \'Capacitor Overload\''),
(24972, 0, 1, 0, 0, 0, 100, 0, 3000, 7000, 3000, 7000, 0, 0, 11, 33688, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 'Erratic Sentry - In Combat - Cast \'Crystal Strike\''),
(24972, 0, 2, 5, 0, 0, 100, 0, 8000, 15000, 8000, 15000, 0, 0, 11, 45336, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 'Erratic Sentry - In Combat - Cast \'Electrical Overload\''),
(24972, 0, 3, 0, 0, 0, 100, 0, 12000, 20000, 12000, 20000, 0, 0, 11, 35892, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 'Erratic Sentry - In Combat - Cast \'Suppression\''),
(24972, 0, 4, 0, 8, 0, 100, 512, 44997, 0, 0, 0, 0, 0, 41, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 'Erratic Sentry - On Spellhit \'Converting Sentry\' - Despawn Instant'),
(24972, 0, 5, 0, 61, 0, 100, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 'Erratic Sentry - In Combat - Say Line 0');
-- Converted Sentry
UPDATE `creature_template` SET `AIName` = 'SmartAI' WHERE `entry` = 24981;
DELETE FROM `smart_scripts` WHERE (`source_type` = 0 AND `entryorguid` = 24981);
INSERT INTO `smart_scripts` (`entryorguid`, `source_type`, `id`, `link`, `event_type`, `event_phase_mask`, `event_chance`, `event_flags`, `event_param1`, `event_param2`, `event_param3`, `event_param4`, `event_param5`, `event_param6`, `action_type`, `action_param1`, `action_param2`, `action_param3`, `action_param4`, `action_param5`, `action_param6`, `target_type`, `target_param1`, `target_param2`, `target_param3`, `target_param4`, `target_x`, `target_y`, `target_z`, `target_o`, `comment`) VALUES
(24981, 0, 0, 1, 54, 0, 100, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 'Converted Sentry - On Just Summoned - Say Line 0 (No Repeat)'),
(24981, 0, 1, 2, 61, 0, 100, 1, 0, 0, 0, 0, 0, 0, 11, 45009, 0, 0, 0, 0, 0, 23, 0, 0, 0, 0, 0, 0, 0, 0, 'Converted Sentry - On Just Summoned - Cast \'Converted Sentry Credit\' (No Repeat)'),
(24981, 0, 2, 3, 61, 0, 100, 1, 0, 0, 0, 0, 0, 0, 89, 5, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 'Converted Sentry - On Just Summoned - Start Random Movement (No Repeat)'),
(24981, 0, 3, 0, 61, 0, 100, 513, 0, 0, 0, 0, 0, 0, 41, 7500, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 'Converted Sentry - On Just Summoned - Despawn In 7500 ms (No Repeat)'); Converted Sentry continue to follow the player anyway and it shouldn't do it. |
The problem is that this spell is triggered when it is out of combat. When an npc is ooc its life regen fast, so the combination Capacitor Overload/Self-repair works bad. |
Is this still waiting to be tested? |
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REMEMBER: when testing a PR that changes something generic (i.e. a part of code that handles more than one specific thing), the tester should not only check that the PR does its job (e.g. fixing spell XXX) but especially check that the PR does not cause any regression (i.e. introducing new bugs).
For example: if a PR fixes spell X by changing a part of code that handles spells X, Y, and Z, we should not only test X, but we should test Y and Z as well.