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Apply 10 yard aggro when beginning to open an object that uses "Treasure" faction and lock type #2997
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should use both faction AND lockId checks
The indentation looks totally whack. |
Looked fine on the file itself. I'll try and adjust it |
adjust indentation
|
Updated AnyUnfriendlyUnitInObjectRangeCheck to take WorldObject faction input, used this to fix bug relating to specific faction aggro on gameobjects
Use ToUnit instead of static cast without crash handling
How I missed this is beyond me
I've been waiting for this for like 2 years! |
Done |
Thank you! Works wonderfully. |
Yes. That is intended and correct behaviour. See this video from Classic. |
small mistake
Move execution from Spell::CheckCast to Spell::OnSpellLaunch
cleanup
Must be opening spell
🍰 Pullrequest
Self explanatory title.
Proof
From testing I found there are 2 conditions needed for an object to cause aggro:
The object uses a lockId that uses LOCKTYPE_TREASURE in Lock.dbc.
The object must use a faction template that uses faction 77 ("Treasure").
Aggro will result only if both requirements are met.
Results from testing on Classic 1.15 (can supply videos on request, forgot to film the objects that didn't cause aggro):
Opening an object with a lockId that uses LOCKTYPE_TREASURE but without a faction that doesn't use ID 77, e.g. Cat Figurine (Faction 0, lockId 57) or Venture Co. Engineering Plans (Faction 84 - uses Alliance Generic, lockId 57) does not aggro nearby mobs.
Opening an object with a faction that uses ID 77 but a lockId that doesn't use LOCKTYPE_TREASURE, e.g. Food Crate (Faction 94, lockId 43) does not aggro nearby mobs.
Opening an object with faction 94 and lockId 57 results in aggro:
https://i.imgur.com/wDSV9do.mp4
https://i.imgur.com/eLaEJCB.mp4
Aggro occurs based on line of sight on any creatures that can attack the player (even if they're already in combat with a different player, the player will be set in combat with them on beginning to open the object)
Issues
How2Test
Todo / Checklist