I think we can set IsEngaged() back to the way it was before and simply add in the whipehatelist code that AndMetal posted to fix the FD issue. The IsEngaged() check being available for clients is just too useful to remove it to fix FD. I am pretty sure that the fix AndMetal posted above will correct it. I will try it out tonight along with my OOC Regen code using the old IsEngaged() check by removing the check that Congdar posted. I think that will resolve some of the issues we are having right now with other code.
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Finally, by reverting IsEngaged() back to allowing it to work on clients, I was able to get OOC Regen working almost perfectly. The only thing that isn't currently working 100% as intended is the wait timer. And by adding the WhipeHateList() to the FD forget timer, it should fix the issues with FD as well even with IsEngaged() being reverted back. Much thanks for AndMetal, So_1337 and Congdar for figuring that stuff out :D
zone/attack.cpp in Mob::AddToHateList remove: Code:
if(IsClient() && !IsAIControlled()) Code:
// EverHood Feign Death 2 minutes and zone forgets you Code:
void Client::DoHPRegen() { Code:
void Client::DoHPRegen() { If anyone knows of a reason why this shouldn't be added, please let me know! Moved this thread to Development::Development since it is nearly final and not really a request anymore. |
I looked at reverting the change in Mob::AddToHateList when I was looking at fixing the Flee code. I added code to Feign Death, Rogue Escape and Bard Fading Memories to wipe the clients hate list, but I found a problem, so I backed that out.
Depending on timing, you can have a situation where a mob starts to cast an offensive spell on the player, a Rogue hits 'Escape', clears it's hatelist and then the spell still lands on the player and the mob is added back to the player's hate list, even though the mob no longer hates the player. As I say, it purely depends on the timing of a mob casting and the player hitting Escape, or Fading Memories and probably won't happen often, but it is something to be aware of. |
It worked that way on Live too though :)
I played a rogue on live and using escape while something was casting on you would break hide/sneak and also add you back to their hate list. So unless something has changed since I played, I think that would be perfectly acceptable and intended. I am not sure even with changing how IsEngaged works that a spell being cast on you won't cause aggro after you escape or fade. It should at the very least break your hide/sneak. Maybe you can put those changes back in unless someone else thinks it should work any differently. |
on Live it is like that, but is it like that here? if the spell lands after fd or fm it should break fd and fm and add to both mob and client hate lists... i think here it may only add to the clients hate list and not actually break fd and fm.
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That's right, Congdar. This wouldn't be an issue except for the fact that melee overflow was only occurring and pulling full zone trains based upon what was on the client's hatelist. I'd advocate putting the client hatelists back in if the issue were solved somehow, but it seems to be causing more trouble than it's worth for the time.
And yes, currently if you FD while a spell is being cast, it will hit you and nothing will happen. On Live, your FD would be broken and mobs would continue to attack you. AEs hitting you would have the same effect, they didn't have to be targeted spells. |
If WhipeHateList() is added for escape, fading memories and FD, I think it will work exactly the way it does on live. FD won't pull full zone trains if the client hate list is wiped after they get the forgotten about you message.
The only case where I think it could still be an issue is if someone FDs and a mob walks back to it's spawn point. That is supposed to clear FD if it worked like live. But, if the issue is that the client hate list still exists when that happens, we can just add another WhipeHateList() there so it catches both player and NPC hate lists. I know I have seen the code for NPCs returning to their spawn point after they leave combat somewhere, but I can't find it atm. I will put the code here if/when I find it. |
I just wanted throw out a couple of thoughts I was having about this.
Do memblur spell effects have this problem? How do those spells handle the hate lists? What other memblur, fd, fade, etc. type effects should we consider before implementing this code? |
Actually yes, I am pretty sure Memblur spells do have this problem lol. I just happened to be looking into something else last night and noticed the effect for memblur only wiping the hate list for NPCs. Which should mean that Memblur works for the first time currently in SVN since the hate lists were removed from players. But I posted a fix for it to work (I think it should anyway) even with hate lists being added to players as well as NPCs. So, that should resolve that issue and one other Memblur issue too I hope.
http://www.eqemulator.net/forums/showthread.php?t=26528 Funny that you posted this shortly after I posted that Memblur fix lol. |
heh, that is funny. i don't remember reading that post, but I must have since it was making my brain itch about the same thing.
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I have no problem bringing back hate lists for clients but:
1) If a npc loses all hate on a client the client should clear that npc from their table as well. 2) 1 can't apply if the client is computer controlled. |
I am still trying to figure out why the wait timer setting isn't working.
So far, I have only seen 1 other issue with this that needs to be resolved before it could be submitted. For some reason heals and buffs are not causing OOC Regen to stop, so healers basically have unlimited mana in fights. I figure I can find out why in the heal aggro code. |
In live buffs don't cause you to gain agro IIRC. I'll have to verify that. Heals definitely should though.
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I know for sure that buffs used to cause aggro when I played Live. Rune procs were one of the better aggro generators. Also, if you cast a buff on a noobie while they were killing something, you would take faction hits when it died.
It isn't really buffs that I am so worried about, it is mostly heals. But HP buffs could be used as heals, so buffs should really cause hate too. |
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when someone killing dervishes in comons asked my druid for SoW I always waited till they stop fighting to cast it - i valued my faction. yeah buffs should defently put you on hate list |
On Live, when my druid heals my pet, he does not get any faction hits when the mob dies. I'm not sure if this is unique to healing pets though. Always bugged me because then I need to remember to cast something on the mob to get the faction hit.
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Probably a big reason for pets not getting faction hits is because I remember people going AFK with a pet up at the orcs in west commons so they could get FP faction so they could trade in NFP. Free AFK faction gains was probably a large reason to remove it from pets. Though, if you are healing the pet, you aren't AFK so you should really be able to get faction IMO.
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Just an idea, but I think I'm going to implement this on my server. |
Ya, that would work ok on individual servers to setup custom stuff for regen. But, that isn't exactly the point of this thread. The point is for a rule so admins can setup out of combat regen for characters. It is actually almost all complete, but I need to add IsEngaged() back to the emu for it to work properly. I would also need to work out a few minor things with aggro from healing and maybe some other stuff. Other than that, it is pretty much all ready to go. I got side-tracked working on some other stuff, so I never finished this. Hopefully I will get some time soon to get OOC regen finished.
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