TrinityCore / TrinityCore/TrinityCore
Player / Pet / Bot player with the last hit
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- Dominant language
- C++
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Description
Description
I've noticed that when non-players (bots, pets) perform the final killing blow, there is a problem of not being able to loot a creature. in my case i had a script created that spawns bosses when you have the quest and spawns a chest when you finish the quest, but when a non-player hits the final blow then nothing happens.
Expected behaviour
When a pet or NPCBOT in my case does the final fatal blow on the creature, the chest or loot should appear as expected.
Steps to reproduce the problem
I posted the whole thing here: https://github.com/trickerer/Trinity-Bots/issues/199 and I was given a solution that should fix the problem. and there is also a video link where you can see what should happen if it works properly.
Branch
3.3.5
TC rev. hash/commit
TrinityCore rev. 6d962c58cf69+ 2022-07-15 21:26:24 +0000 (npcbots_3.3.5 branch) (Unix, RelWithDebInfo, Static)
Operating system
Debian 11
Custom changes
TrinityCore with Bots:
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reviewing the linked Trinity-Bots issue #199 and reproducing the quest scenario where a pet or NPCBOT delivers the fatal blow. Done means the expected chest or creature loot appears when a non-player entity makes the final hit.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 30/100