[DiscordArchive] <@200677690838220800>I'm sorry to have to ask, but unfortunately there is no documentation about som
[DiscordArchive] <@200677690838220800>I'm sorry to have to ask, but unfortunately there is no documentation about som
Archived author: Tea • Posted: 2025-01-14T10:14:54.250000+00:00
Original source
i just said
Archived author: Tea • Posted: 2025-01-14T10:14:57.938000+00:00
Original source
its restricted to instances
Archived author: Tea • Posted: 2025-01-14T10:15:05.951000+00:00
Original source
it will NOT DO ANYTHING in open world
Archived author: Tea • Posted: 2025-01-14T10:15:57.204000+00:00
Original source
set passive react state FIRST
Archived author: Tea • Posted: 2025-01-14T10:16:07.424000+00:00
Original source
then stop attack
Archived author: Krutok • Posted: 2025-01-14T10:20:13.378000+00:00
Original source
Yes, I saw that, but I was replying to the other person when you posted it.
Archived author: caweren • Posted: 2025-01-14T10:25:33.081000+00:00
Original source
When doing `me->CastSpell(spellID, target)` on boss scripts, is it possible to bypass that spell's `condition`s? I want to reuse some existing spell visuals, but some of them have `condition`s set in the DB.
Archived author: Tea • Posted: 2025-01-14T10:25:53.158000+00:00
Original source
no, you cannot ignore db conditions
Archived author: Krutok • Posted: 2025-01-14T10:26:02.870000+00:00
Original source
It's just an open world story quest event. An NPC tanks the NPC and you as the player just do damage to them so that you can then complete the quest. The problem is, if the player thinks he's just standing there and watching the NPC beat the other one to death, the NPC bugs and resets as soon as the NPC becomes immune and starts the transformation. Because the NPC can't attack it then, so you're out of the fight and it resets.
So I thought with this function the player would stay in the fight until the NPC is dead or the player leaves the area.
Archived author: Northstrider • Posted: 2025-01-14T10:27:56.660000+00:00
Original source
Setting a npc Immune to PC will kill combat with it. Attack stop + passive will do the trick. If you don't want the player to be able to select the npc, unit_flag_not_selectable is what you want