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  #1  
Old 06-26-2008, 02:20 AM
KLS
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Join Date: Sep 2006
Posts: 1,348
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It's a known problem with healing spells, they wont generate aggro unless the character has established aggro already.
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  #2  
Old 06-26-2008, 02:23 AM
spider661
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Join Date: Oct 2005
Location: michigain
Posts: 260
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is there a fix? or maybe if i add extra hate to the spell its self with a spell editor will that do it?
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  #3  
Old 06-26-2008, 03:12 AM
ChaosSlayer
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Join Date: May 2007
Posts: 1,032
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dang thats makes raids ultra easy...
basicly the logic of heal agro should work like this:

if player X has agro with mob Y, then ANY beneficial spell cast on player X will be tracked to ist soruce (the caster) and caster placed on mobs hate list
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  #4  
Old 06-26-2008, 03:20 AM
spider661
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Location: michigain
Posts: 260
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i wonder if you could use the quest system to make them get agro then if its like it says once they are on the hate list then they build agro..

i remember seeing something about when a spell is cast on the npc.. maybe check if its a heal spell then if it is put them on the hate list with some agro from the heal type. then there on the hate list and build agro?
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  #5  
Old 06-26-2008, 03:29 AM
spider661
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Location: michigain
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ya would this not working looking at it i think it would

Added on 4/26/08 quest event EVENT_CAST_ON will trigger if a player casts on a npc.

then use the mob quest object
AddToHateList(other, hate= 0, damage= 0, iYellForHelp= true, bFrenzy= false, iBuffTic= false)

im not sure what other means though
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  #6  
Old 06-26-2008, 03:20 PM
spider661
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Join Date: Oct 2005
Location: michigain
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ok so far i have this to test

Code:
sub EVENT_CAST_ON
{
$mob->AddToHateList(other, hate= 100, damage= 1)
}
prob is im still learning the scripting for eqemu.

what is other, would that be the player? and how would i get the player object its the one that last cast the spell so is there an object for that or would it jsut be $client?
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  #7  
Old 06-26-2008, 04:08 PM
Congdar
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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if the heal aggro code is currently broke, maybe fix it like this:

Code:
Existing Code:

else if (IsBeneficialSpell(spell_id) && spelltar->GetHateAmount(this) > 1)
		entity_list.AddHealAggro(spelltar, this, chekHealAggroAmount(spell_id));
Code:
Option A:
else if (IsBeneficialSpell(spell_id) && spelltar->IsEngaged()) {
        Mob* targetstarget = spelltar->GetTarget();
        targetstarget->AddToHateList(this->CastToMob(), CheckHealAggroAmount(spell_id));
}
Code:
Option B:
else if (IsBeneficialSpell(spell_id) && spelltar->IsEngaged()) {
        Mob* targetstarget = spelltar->GetTarget();
        entity_list.AddHealAggro(targetstarget, this, CheckHealAggroAmount(spell_id));
}
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