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feat: Naxx lvl60, naxx25 with autoscaler and DB changes

Open ghost opened this issue 3 years ago • 3 comments

I've been having some fun implementing naxx lvl 60. I'm aware naxx lvl60 was removed in 3.0.x and shouldn't be part of WOTLK progression module, but most data is present in AzerothCore DB so I figured I could give it a try and see the result.

Dev document with pictures/video more details https://github.com/SoglaHash/mod-progression-system-naxx25-60/blob/naxx/README_naxx.md

Result

I achieved a lvl 60 Naxx based on Naxxramas25 mechanics and an easy scaling option set in config to tune the difficulty. As of now the hp/dmg with 1.0f scaling is very similar to 40man-naxx.

I updated the teleporting to be in EPL incl. graveyard, summon stone and attunement requirements. The original ziggurath is gone so I improvised with an orb gameobject that requires attunement to use.

Added the floating naxxramas transport object in EPL

The T3 quests, adjustment to echoes of war, frost resistance quests, archmage and trainer (Omarion) is present

How

TLDR; I use a stripped autoscaler that only modifies Naxxramas creatures. Then to the DB I added the lvl 60 loot, objects, quests that are missing.

Dev doc contains details

PROS/CONS

The big advantage is that it re-used the Naxxramas scripts already present. Downside is that as values are overwritten, lvl80 and lvl60 can't co-exist.

I use a cheap hack to only scale Naxx mobs but the script hooks to all creatures.

if (creature->GetMapId() != 533)
    return;

Some blizzlike features aren't present such as the original Naxx40 teleporter (ziggurath), no portals to outside (areatriggers can be disabled).

Issues/TODOs

Require the blizzlike blue portal to activate fixes to ACore: https://github.com/azerothcore/azerothcore-wotlk/pull/12696 I left the blue naxxramas orbs in for now, but can be removed easily

need to set 25man difficulty to enter

/script SetRaidDifficulty(2)

Players can be summoned into the instance without attunement, but require attunement completed to use transporter, boss portals and access to T3/frost resistance quests.

Scourge Event is missing, it is present in Cmangos/Vmangos but requires quite a bit of rewriting to make it work. The creatures/objects are present in but missing scripting.

SOURCE:

most of the data is already in ACore and just needs linking

used CMangos/VMangos DB when values were missing

ghost avatar Sep 02 '22 20:09 ghost

I am personally of the opinion that the scourge event should be added to the main AC repo, both the vanilla and Wrath versions, as separate events, rather than stuck in this module, but that's just me.

heyitsbench avatar Dec 22 '22 03:12 heyitsbench

reading the desc, looks great

BarbzYHOOL avatar Dec 22 '22 18:12 BarbzYHOOL

This is great. Do we have any update? 8 months already.

howdya avatar May 24 '23 06:05 howdya

Question: any idea of how much is left to do/correct?

heyitsbench avatar Jun 07 '24 21:06 heyitsbench

I forgot about this PR, I abandoned it and moved scripts/SQL into a separate module https://github.com/sogladev/mod-vanilla-naxxramas

I'd say it's ready for testing. Most stuff is done. One big todo is looking at every single physical damage ability. I've been putting it off as it's a chore and can't come up with a good approach ; non-spell, physical+cleave+weapon damage scaling. Every creature_template added in naxx40_creatures.sql might need their DamageModifier adjusted to reduce dealt damage

Additionally, I need a look at *cpp scripts and do refactors to make it easier to maintain, like moving the spell scripts into a seperate file

sogladev avatar Jun 08 '24 00:06 sogladev

I forgot about this PR, I abandoned it and moved scripts/SQL into a separate module https://github.com/sogladev/mod-vanilla-naxxramas

I'd say it's ready for testing. Most stuff is done. One big todo is looking at every single physical damage ability. I've been putting it off as it's a chore and can't come up with a good approach ; non-spell, physical+cleave+weapon damage scaling. Every creature_template added in naxx40_creatures.sql might need their DamageModifier adjusted to reduce dealt damage

Additionally, I need a look at *cpp scripts and do refactors to make it easier to maintain, like moving the spell scripts into a seperate file

  • [x] DamageModifier Scaling has been implemented
  • [x] Refactoring complete

Code has been moved to a seperate module https://github.com/sogladev/mod-vanilla-naxxramas

I can't close this PR, please close it for me

sogladev avatar Jun 11 '24 19:06 sogladev

Thanks for sharing @sogladev !

55Honey avatar Jun 11 '24 19:06 55Honey