TrinityCore / TrinityCore

TrinityCore Open Source MMO Framework (master = 11.0.5.57388, 3.3.5 = 3.3.5a.12340, cata classic = 4.4.1.57294)
http://www.trinitycore.org
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DB/Item: Tainted Core #24369

Open Kitzunu opened 4 years ago

Kitzunu commented 4 years ago

Description:

Having this item in the inventory your character should become paralyzed https://www.wowhead.com/item=31088/tainted-core

they rooted you in place when you held one, forcing you to pass them from player to player to reach the shield generators. https://wow.gamepedia.com/Tainted_Core_(item)

Current behaviour:

Does not root the character holding the item

Expected behaviour:

If you are holding this item you are expected to be rooted/paralyzed in place. And it should have its duration of 5minutes to count in real-time Steps to reproduce the problem:

  1. .add 31088

Branch(es):

Only for 3.3.5 (This effect was removed in patch 4.2.0)

TC rev. hash/commit:

https://github.com/TrinityCore/TrinityCore/commit/94147f24bf24

Operating system: Windows

Suggested fix:

UPDATE `item_template` SET `spellid_3`=38132, `spelltrigger_3`=5, `flagsCustom`=1 WHERE `entry`=31088;
Killyana commented 4 years ago

item_template mustn't be changed.

Kitzunu commented 4 years ago

Oh okay... Didn't know that then I am out of ideas 🤷‍♂

Keader commented 4 years ago

well Killyana, or we change item_template or we need a new item_script hook, to get when a item get looted.

offl commented 4 years ago

May be related https://woehead.way-of-elendil.fr/?spell=38131

Killyana commented 4 years ago

Maybe a spell_area with a condition (item in inventory)

Keader commented 4 years ago

to me , looks like changing a hack for other... cmangos handle with it, with a "OnLootItem" hook.. maybe we need something like this here, to handle cases like this.

Killyana commented 4 years ago

Check https://github.com/TrinityCore/TrinityCore/pull/15812/files

Kitzunu commented 4 years ago

Why can't item_template be changed? Are those sniffed values or something like that?

Killyana commented 4 years ago

Yes WDB data

Faq commented 4 years ago

[19:08:23] Shauren: what would be best way to handle such case? https://github.com/TrinityCore/TrinityCore/issues/24369 Use "OnLootItem" hook, like cmangos does it? [19:12:34] <%Shauren> i have doubts about this item having correct db data [19:12:47] <%Shauren> https://www.wowhead.com/spell=3366/opening in spell_2 looks suspicious

> ID - 3366 Opening
> =================================================
> Category = 0, SpellIconID = 936, activeIconID = 0, SpellVisual = (180,0), SpellPriority = 0
> Family SPELLFAMILY_GENERIC, flag [0] 0x00000000 [1] 0x00000000 [2] 0x00000000
> 
> SpellSchoolMask = 1 (SPELL_SCHOOL_MASK_NORMAL)
> DamageClass = 0 (SPELL_DAMAGE_CLASS_NONE)
> PreventionType = 0 (SPELL_PREVENTION_TYPE_NONE)
> =================================================
> Attributes: 0x00000100 (SPELL_ATTR0_HIDE_IN_COMBAT_LOG)
> =================================================
> Targets Mask = 0x00004000 (TARGET_FLAG_GAMEOBJECT_ITEM)
> Spell Level = 0, base 0, max 0, maxTarget 0
> 
> Category = 0
> DispelType = 0 (DISPEL_NONE)
> Mechanic = 0 (MECHANIC_NONE)
> SpellRange: (Id 12) "Interact Range":
>     MinRange = 0, MinRangeFriendly = 0
>     MaxRange = 5, MaxRangeFriendly = 5
> 
> CastingTime (Id 6) = 5.00
> Interrupt Flags: 0x0000001F, AuraIF 0x00000000, ChannelIF 0x00000000
> Chance = 101, charges - 0
> =================================================
> Effect 0: Id 33 (SPELL_EFFECT_OPEN_LOCK)
> BasePoints = 0
> Targets (23, 0) (TARGET_GAMEOBJECT_TARGET, NO_TARGET)
> Effect 1:  NO EFFECT
> Effect 2:  NO EFFECT
offl commented 4 years ago

https://woehead.way-of-elendil.fr/?item=31088#unlocks-object