Forums WoW Modding Support Archives Azerothcore Discord Archives [DiscordArchive] I'm trying to fix Gathios the Shatterer behavior where he should keep moving while casting Judgement

[DiscordArchive] I'm trying to fix Gathios the Shatterer behavior where he should keep moving while casting Judgement

[DiscordArchive] I'm trying to fix Gathios the Shatterer behavior where he should keep moving while casting Judgement

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rektbyfaith
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08-19-2024, 04:52 PM
#1
Archived author: Mattia • Posted: 2024-08-19T16:52:21.976000+00:00
Original source

I'm trying to fix Gathios the Shatterer behavior where he should keep moving while casting Judgement (https://github.com/chromiecraft/chromiec...ssues/7262). I've tried different methods, but the boss was getting blocked by this bool Creature::IsMovementPreventedByCasting() method in the Creature.cpp file. So I decided adopt this solution:

1) Created a new flag in UnitDefines.h (screen1);
2) Added a check in bool Creature::IsMovementPreventedByCasting() const in Creature.cpp (screen2);
3) Added a check in bool Unit::IsMovementPreventedByCasting() const (not necessary for the ticket's purpose, but since I added a UNIT-type flag, I thought it made sense to include the check here as well)(screen3);
4) manage logic in boss_script file(screen4)

What do you think? Would you do it differently? Or do you have another idea?
[Image: image.png?ex=690c2986&is=690ad806&hm=d81...db8e6268b&]

[Image: image.png?ex=690c2986&is=690ad806&hm=9d5...7b23b297d&]

[Image: image.png?ex=690c2986&is=690ad806&hm=bb5...6244b76cc&]

[Image: image.png?ex=690c2986&is=690ad806&hm=93b...81fb09932&]
rektbyfaith
08-19-2024, 04:52 PM #1

Archived author: Mattia • Posted: 2024-08-19T16:52:21.976000+00:00
Original source

I'm trying to fix Gathios the Shatterer behavior where he should keep moving while casting Judgement (https://github.com/chromiecraft/chromiec...ssues/7262). I've tried different methods, but the boss was getting blocked by this bool Creature::IsMovementPreventedByCasting() method in the Creature.cpp file. So I decided adopt this solution:

1) Created a new flag in UnitDefines.h (screen1);
2) Added a check in bool Creature::IsMovementPreventedByCasting() const in Creature.cpp (screen2);
3) Added a check in bool Unit::IsMovementPreventedByCasting() const (not necessary for the ticket's purpose, but since I added a UNIT-type flag, I thought it made sense to include the check here as well)(screen3);
4) manage logic in boss_script file(screen4)

What do you think? Would you do it differently? Or do you have another idea?
[Image: image.png?ex=690c2986&is=690ad806&hm=d81...db8e6268b&]

[Image: image.png?ex=690c2986&is=690ad806&hm=9d5...7b23b297d&]

[Image: image.png?ex=690c2986&is=690ad806&hm=bb5...6244b76cc&]

[Image: image.png?ex=690c2986&is=690ad806&hm=93b...81fb09932&]

rektbyfaith
Administrator
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08-19-2024, 05:04 PM
#2
Archived author: Nyeriah • Posted: 2024-08-19T17:04:50.391000+00:00
Original source

We don’t have the freedom of creating unit_flags as those are sniffed
rektbyfaith
08-19-2024, 05:04 PM #2

Archived author: Nyeriah • Posted: 2024-08-19T17:04:50.391000+00:00
Original source

We don’t have the freedom of creating unit_flags as those are sniffed

rektbyfaith
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08-19-2024, 05:05 PM
#3
Archived author: Nyeriah • Posted: 2024-08-19T17:05:50.542000+00:00
Original source

First thing to check is the spell attributes to be sure we are not missing anything
rektbyfaith
08-19-2024, 05:05 PM #3

Archived author: Nyeriah • Posted: 2024-08-19T17:05:50.542000+00:00
Original source

First thing to check is the spell attributes to be sure we are not missing anything

rektbyfaith
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08-19-2024, 05:06 PM
#4
Archived author: Nyeriah • Posted: 2024-08-19T17:06:16.040000+00:00
Original source

Maybe just checking if the spell has the interrupt on move flag would do
rektbyfaith
08-19-2024, 05:06 PM #4

Archived author: Nyeriah • Posted: 2024-08-19T17:06:16.040000+00:00
Original source

Maybe just checking if the spell has the interrupt on move flag would do

rektbyfaith
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08-19-2024, 05:06 PM
#5
Archived author: Nyeriah • Posted: 2024-08-19T17:06:39.320000+00:00
Original source

Secondly if all else fails better if we create a custom spell attribute for that spell specifically
rektbyfaith
08-19-2024, 05:06 PM #5

Archived author: Nyeriah • Posted: 2024-08-19T17:06:39.320000+00:00
Original source

Secondly if all else fails better if we create a custom spell attribute for that spell specifically

rektbyfaith
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08-19-2024, 05:06 PM
#6
Archived author: Nyeriah • Posted: 2024-08-19T17:06:53.562000+00:00
Original source

But a global solution would be the better approach here
rektbyfaith
08-19-2024, 05:06 PM #6

Archived author: Nyeriah • Posted: 2024-08-19T17:06:53.562000+00:00
Original source

But a global solution would be the better approach here

rektbyfaith
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08-19-2024, 05:08 PM
#7
Archived author: Mattia • Posted: 2024-08-19T17:08:45.965000+00:00
Original source

Thanks <@251803844307189761>
rektbyfaith
08-19-2024, 05:08 PM #7

Archived author: Mattia • Posted: 2024-08-19T17:08:45.965000+00:00
Original source

Thanks <@251803844307189761>

rektbyfaith
Administrator
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08-19-2024, 05:08 PM
#8
Archived author: Mattia • Posted: 2024-08-19T17:08:52.549000+00:00
Original source

I agree
rektbyfaith
08-19-2024, 05:08 PM #8

Archived author: Mattia • Posted: 2024-08-19T17:08:52.549000+00:00
Original source

I agree

rektbyfaith
Administrator
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08-19-2024, 05:11 PM
#9
Archived author: Mattia • Posted: 2024-08-19T17:11:04.554000+00:00
Original source

So I'll try different approach with no flags
rektbyfaith
08-19-2024, 05:11 PM #9

Archived author: Mattia • Posted: 2024-08-19T17:11:04.554000+00:00
Original source

So I'll try different approach with no flags

rektbyfaith
Administrator
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08-19-2024, 05:21 PM
#10
Archived author: Natrist • Posted: 2024-08-19T17:21:05.399000+00:00
Original source

Nyeriah is right that you should look for spell attributes instead. That's what defines whether a spell can be cast while moving or not.
rektbyfaith
08-19-2024, 05:21 PM #10

Archived author: Natrist • Posted: 2024-08-19T17:21:05.399000+00:00
Original source

Nyeriah is right that you should look for spell attributes instead. That's what defines whether a spell can be cast while moving or not.

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