The AV little big issue.

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Balls
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Re: The AV little big issue.

Post by Balls »

Yeah, Animals is amazing. I love the story.
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Henhouse
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Re: The AV little big issue.

Post by Henhouse »

Figured out the issue.

The Horde side Warmasters had their scripts assigned to them, but the Alliance didn't. If the tower remain undestroyed, the have a buff for each tower (excluding their own) that gives them 25% bonus health. That's why the Horde ones appeared super strong. Their damage was actually about the same, minus about 1 on the Alliance side which I have fixed.

I will look into fixing the aggro reset issues. I added code many months back that if the boss crossed a certain threshold, they would reset. It was this way on retail. You're only allowed to fight them in their rooms and if you leave, they reset. However there's something wrong where they're not running back to starting position before resetting, they're just resetting, and then immediately pulling aggro on the next closest player. I don't want to remove the reset feature because players are NOT supposed to fight them outside of the buildings. Else they're get it to where only he's aggroed, and the Warmasters from the towers stay in there. They're supposed to remain up to promote players to destroy the towers.

So I will look into these issues now too.
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Henhouse
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Re: The AV little big issue.

Post by Henhouse »

Correction: The Alliance side actually had completely improper damage. I was looking at the Warmasters which would spawn to protect your General if you had destroyed the enemy's tower. This feature was removed in 2.3 though. Wrong NPCs. I will fix the proper ones.


Also fixed it so the entire room will aggro instead of people pulling one Warmaster/Marshal at a time.
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thegates
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Re: The AV little big issue.

Post by thegates »

Sounds great =)
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