TrinityCore / TrinityCore/TrinityCore

Player / Pet / Bot player with the last hit

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Branch-3.3.5a
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

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. 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

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