mod-autobalance
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Bug: Cannon Gunship icc dont generate heat and does not increase the bar
Current Behaviour
Gunship icc dont generate heat and does not increase the bar :
https://github.com/azerothcore/mod-autobalance/assets/88008285/a93cde15-28ac-4574-aab2-3d5c414b1cc7
Expected Behaviour
the shots should increase the heat to use the second spell
Steps to reproduce the problem
video
Extra Notes
No response
AutoBalance Debug Commands
No response
AC rev. hash/commit
41dba1affbb5a24457a894bf3d503f4aa6303a1b
Operating system
windows 10
Custom changes or Modules
mod-autobalance
Even excluding the barrel, the autobalance configuration remains the same. Postscript: I excluded the cannon from the autobalance because it makes the cannon have 60HP and they die very easily
By default, all instances use the settings configured above. To customize settings for
a particular instance size or difficulty, set the variables below. If the variable is
blank, the broader settings above will apply.
10-player raids
AutoBalance.InflectionPointRaid10M=0.7 AutoBalance.InflectionPointRaid10M.CurveFloor=0.0 AutoBalance.InflectionPointRaid10M.CurveCeiling=1.0 AutoBalance.InflectionPointRaid10M.BossModifier=0.7
10-player heroic raids
AutoBalance.InflectionPointRaid10MHeroic=0.6 AutoBalance.InflectionPointRaid10MHeroic.CurveFloor=0.0 AutoBalance.InflectionPointRaid10MHeroic.CurveCeiling=1.0 AutoBalance.InflectionPointRaid10MHeroic.BossModifier=0.6
15-player raids
AutoBalance.InflectionPointRaid15M=0.7 AutoBalance.InflectionPointRaid15M.CurveFloor=0.0 AutoBalance.InflectionPointRaid15M.CurveCeiling=1.0 AutoBalance.InflectionPointRaid15M.BossModifier=0.7
20-player raids
AutoBalance.InflectionPointRaid20M=0.7 AutoBalance.InflectionPointRaid20M.CurveFloor=0.0 AutoBalance.InflectionPointRaid20M.CurveCeiling=1.0 AutoBalance.InflectionPointRaid20M.BossModifier=0.7
25-player raids
AutoBalance.InflectionPointRaid25M=0.6 AutoBalance.InflectionPointRaid25M.CurveFloor=0.0 AutoBalance.InflectionPointRaid25M.CurveCeiling=1.0 AutoBalance.InflectionPointRaid25M.BossModifier=0.6
25-player heroic raids
AutoBalance.InflectionPointRaid25MHeroic=0.6 AutoBalance.InflectionPointRaid25MHeroic.CurveFloor=0.0 AutoBalance.InflectionPointRaid25MHeroic.CurveCeiling=1.0 AutoBalance.InflectionPointRaid25MHeroic.BossModifier=0.6
40-player raids
AutoBalance.InflectionPointRaid40M=1.0 AutoBalance.InflectionPointRaid40M.CurveFloor=0.0 AutoBalance.InflectionPointRaid40M.CurveCeiling=1.0 AutoBalance.InflectionPointRaid40M.BossModifier=0.7
AutoBalance.docx my config edit .docx for .config
Related to #158
At the moment, I would consider the gunship battle to be "not working" in AutoBalance due to several issues. It's a mess and I know it. =P
Do you know any way to disable it while it is being repaired? haha thanks for your response and your attention is very fast
I will try to work on this to repair it, a good solution would be to exclude the two spells from autobalance, it would make it playable
I will try to work on this to repair it, a good solution would be to exclude the two spells from autobalance, it would make it playable
You could test this easily by adding the spell IDs to this existing list: https://github.com/azerothcore/mod-autobalance/blob/a20143dde5f6e1dd992f537f45be3b03dceaee76/src/AutoBalance.cpp#L312
I will say even if you can get the spells working so the encounter is finish-able, it certainly won't be scaled right until we can get vehicle scaling fixed.
If it is only something temporary so that the players can advance in icc , thanks kjac9 :D
I added the spells to the script but they remain the same, did I do something wrong?
still affected by the autobalance
https://www.wowhead.com/wotlk/spell=69399/cannon-blast https://www.wowhead.com/wotlk/spell=70174/incinerating-blast
Add this to your worldserver.conf
:
Logger.module.AutoBalance_DamageHealingCC=5,Console Server
The do the actions that are problematic. You should be able to see in the worldserver console exactly what actions AutoBalance is or isn't taking.
Oh snap, are these spells hitting creatures or game objects? If it's game objects, I'm not checking those against that list right now.
Let me get you a quick commit that will let you test, stand by.
This this version:
https://github.com/kjack9/mod-autobalance/tree/ignore-spells-for-game-objects-too
Enable that debug command and let me know what results you get.
NOTE: I didn't re-add the two spell IDs to the list, you'll need to put them back.
If that doesn't work, I'll need to do more testing when I'm at my PC and can see the issue myself.
Hello, how are you, I did the tests but it still has the same result, spells are still affected by autobalance,
Would it have something to do with the fact that the spells are not in the spell_dbc table?
the spell damage is still autobalanced
It doesn't even charge the heat bar to cast the second spell
I'll have to look at it closer then. I don't know why what I'm doing would affect the heat bar charge.
I saw that the autobalance lowers the level of the cannons to level 0, from the db I tried to raise the level, damage, life more and now if you charge the heat bar, the cannons are not objects, they are npc
In the video of the report you can see that the cannons have level 0
My problem is that the cannon is not dealing damage; the damage is low
My problem is that the cannon is not dealing damage; the damage is low
Set the following in AutoBalance.conf: AutoBalance.DisabledID="36838,36839"
This makes the cannons not scale, allowing them to do full damage