Closed Strazhnik closed 5 years ago
@Treeston help 😊
why me again 😢
Help please :)
Would be quite useful to have someone else confirm or disconfirm this issue. edit: ... while also referencing their own TC commit revision hash for tracking.
How do you activate the event? Is it a quest? Id please.
@Langerz82 after full healing Valithria, a chest should be appear and Valithria should not revive again. But if progress fails and Valithria dead, she should be revive after a few minutes.
After complete healing Valithria, mobs start to appear again (after few seconds)
test again on head after latest threat fixes.
She still resets. You run to go heal her and she will reset after about 8 or 10 seconds
I cannot reproduce reset issues with this fight on latest 3.3.5.
@Xatmo980 : can you test again on current source (clean and unchanged) to see that it works?
try 10HC with 2 players, it used to be the ugly one
ill update agian and check it soon. Yeah i think on normal mode it was only slightly buggy and was able to be finished but the door dident open. On HC mode it was always reseting
Update: Yep 10 man non HC you walk up and it will reset in like 5 seconds or somethining. it does not matter what you try to do. 10 man HC: same thing happends. 25 man Non HC: still resets.
Does skipping the Gunship have any effect on this?
p.s. I test with 2 players also
Tested with 10 players, doing the instance as it should be. If the raid wipes on Valithria, she does not reset.
rev. b50f35f56bff
Tested on all Scenarios On wipe reset, summoned adds from gates does not despawn properly. Everything else does though On Completion, Valithira does the dying animation which is wrong.
- Encounter does Not reset 5 sec after iniation as stated by @Winchester1987 The gate does open after completed scenario.
Healed with Lay on Hands, Paladin.
Completing the encounter too fast, as in before even killing the lich's etc, makes her respawn after completion
in other words she is completable just missing some cosmetic fixes such as the gate adds to despawn properly and the complete encounter scenario
I cannot reproduce all the cases mentioned here, so I do not know which ones are still valid. Can anyone test this? It worked for my case (reset after wipe)
diff --git a/src/server/scripts/Northrend/IcecrownCitadel/boss_valithria_dreamwalker.cpp b/src/server/scripts/Northrend/IcecrownCitadel/boss_valithria_dreamwalker.cpp
index 7752d697da..e48bebab50 100644
--- a/src/server/scripts/Northrend/IcecrownCitadel/boss_valithria_dreamwalker.cpp
+++ b/src/server/scripts/Northrend/IcecrownCitadel/boss_valithria_dreamwalker.cpp
@@ -292,6 +292,7 @@ class boss_valithria_dreamwalker : public CreatureScript
void Reset() override
{
+ _events.Reset();
me->SetHealth(_spawnHealth);
me->SetReactState(REACT_PASSIVE);
me->LoadCreaturesAddon();
Update: It should be noted that the situations reported here, I have not seen them happen in normal raids. I will list every case here and my results (rev: c7445669e8577884fd512fe009f7d3da4cf0429a and I have the line of code commented above): "you walk up and it will reset in like 5 seconds or somethining": Not valid for normal raids. This will happen if you are a GM and do something like .go c id 36789 and start the encounter. The core will reset the encounter because, ofcourse, the bosses needed to be there as a normal raid are not "done". This did not happen to me in any other situation.
On Completion, Valithira does the dying animation which is wrong. I've never seen this happen in normal raids. You can reproduce this if you .mod hp 999999999999 (so your health will be 2147483647) and use Lay on hands on her. Somewhere this big amount of heal is not handled correctly and Valithria success and dies. (Combat log will show that you healed her 0 and 2147483647 overhealing).
If the amount of heal is smaller (something like 20000000) but you do not start the encounter, she uses AOE to kill all the mobs and stands there, full healed, ignoring all the things she should do after that spell.
If you are a GM and wanna do a quick heal on her, use a smaller amount of heal, set the first bosses as 'done' and start the encounter. Other ways do not give good results (either for playing around, testing or reporting things like this issue) Not sure how importat this is since this situation only exists if the player is a gm doing abnormal healing.
She does not reset if a normal raid wipes This is the only case I have seen and the only one that really affects normal raids. The line of code I suggested seems to work but someone with more knowledge could confirm.
So, after all I tested and if I am not wrong, there are two things to check:
These are all the results I have got. Maybe someone else has something different o can give more information.
What will happen if the amount of heal she receives is really big?
That one is easy. None of our HP modifications check for overflow - why would they? healing that much is impossible in actual play.
If HP overflows, funky things happen.
and use Lay on hands on her
IIRC % heal for Valithria is currently capped in some way
I thought the same for a moment, but I did not know how you would like to handle that. There is no reason to do anything about it if the cause of 'On Completion, Valithira does the dying animation' is healing that much. I have a small community, but I have raids every week and I have never had those problems unless it resets if a normal raid wipes (and I am not sure if this problem is real or it is just the raid doing weird stuff). Is there someone who has had these problems reported here, in a normal raid?
Last test: (I do not have anything else to test about this) When I say "She does not reset correctly after a raid wipes", I should better say "Valithria resets but mobs keep appearing behind side doors". I did:
Looks like the trigger that controls the mobs does not reset correctly if the raid wipes.
The line of code _events.Reset();
helps but it is no enough, it does not solve the problem about mobs
still spawning.
Yesterday I have found this https://github.com/TrinityCore/TrinityCore/issues/11265
Same problem but it was closed because "cannot reproduce it on rev. 684a5fd"
Nowadays the problem is present. (Today, testing using rev afdbc5ffe38e9b845f6ef123849139e846a540ae)
I did a mini video to give a better explanation: https://www.youtube.com/watch?v=QoDMj_3a06c&feature=youtu.be
dd81978f432f9c1ecb72ebcadcb5a50042e005ad
Did this get fixed sry ive been away from wow for a bit
As long as an issue gets closed with a reference to a commit or PR, it is considered fixed (at least for now). Check commit https://github.com/TrinityCore/TrinityCore/commit/dd81978f432f9c1ecb72ebcadcb5a50042e005ad (Scripts/Icecrown Citadel: Some fixes for Valithria Dreamwalker's encounter).
Description:
After kill Valithria event don't stop
Current behaviour:
Event don't stop
Expected behaviour:
Event should stop
Steps to reproduce the problem:
Branch(es):
3.3.5
TC rev. hash/commit:
5a22467912ef038c4a8df20547cab4b1b747ad09
Operating system: Ubuntu