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  #1  
Old 08-03-2008, 03:38 AM
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trevius
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Feign Death is bugged in the emu. Currently, if you FD and even get the agro clearing message, eventually that agro will come back again and you will get a nasty train. This would be a nice bug to fix, imo. I haven't seen anywhere in the source that is causing this just yet, but I didn't really look too deeply into it. Basically, if you are worried about trains, the only real option is to camp out from time to time on the monk after FDs. At least until this bug is resolved.
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  #2  
Old 09-18-2008, 03:31 AM
James76
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fix is coming soon, check the Combat Fixes thread in code submissions.
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  #3  
Old 09-18-2008, 06:58 AM
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Summoning by Velketor doesn't make sense unless he was already damaged...
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  #4  
Old 09-18-2008, 09:44 AM
So_1337
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Velketor has Call of the Zero as a spell, he can summon whether he's damaged or not.
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  #5  
Old 10-02-2008, 04:59 PM
So_1337
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After speaking with Starsis, a monk on my server, it seems there's a link between this issue and the issue that is causing melee to overflow onto nearby mobs and wake them if mezzed. He's the first person I know of to find the link between the two, and he even tipped me off to a scenario he was experiencing that should give us a method for testing.

Here are the few posts I've made over at PEQ in regards to it. Hopefully his information helps to get this ironed out.
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  #6  
Old 10-03-2008, 05:37 AM
Derision
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Location: UK
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A band aid to fix this problem seems to be:

Code:
Index: zone/mob.cpp
===================================================================
--- zone/mob.cpp        (revision 34)
+++ zone/mob.cpp        (working copy)
@@ -1927,8 +1927,9 @@
                        //                      cout << "Mobs currently Aggro: " << zone->MobsAggroCount() << endl;
                }
        }
-       if (GetTarget() == mob)
+       if (GetTarget() == mob && !this->IsClient())
                SetTarget(hate_list.GetTop(this));
+
        return bFound;
 }
 void Mob::WhipeHateList() {
@@ -2323,4 +2324,4 @@
                        val++;
        }
        return val;
-}
\ No newline at end of file
+}
The whole issue seems to be that a hate_list is maintained for the client. (attack something, FD, stand up, target self, #hatelist), and when a player kills a mob, Mob::RemoveFromHateList is called and a new target for the client is chosen from the top of it's hate list, which the patch above stops.

I'm not going to commit my 'band aid', as there may be a better solution regarding hate list management for a client (maybe just clear a client's hate list when he FDs).

Last edited by Derision; 10-03-2008 at 01:39 PM..
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  #7  
Old 10-03-2008, 06:16 AM
Derision
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My alternative approach (wiping the client's hatelist on FD), which also seems to work is:

Code:
Index: client.cpp
===================================================================
--- client.cpp  (revision 34)
+++ client.cpp  (working copy)
@@ -1921,6 +1921,7 @@
                        SetPet(0);
                }
                SetHorseId(0);
+               WhipeHateList();
                entity_list.ClearFeignAggro(this);
                forget_timer.Start(FeignMemoryDuration);
        } else {
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  #8  
Old 10-03-2008, 06:18 AM
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trevius
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I think FD is only supposed to clear aggro if you get the "have forgotten you" message or if the mob is not on it's spawn point when you FD, then if it walks back, it will clear aggro as soon as it gets to it's spawn point. At least that is how I remember it from live.
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