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| Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum) |

09-04-2008, 07:55 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Also pets poof when you invis , I remember building some AAs, so this wouldn't happen.
EDIT:Well, anyways, it was like that when I played - made you want to get those AA's
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09-04-2008, 08:51 AM
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Dragon
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Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
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You're right, Angelox. That was the way it was early on, but sometime (around Luclin, I believe), there was a patch that made it so pets would not poof if you went invis. It was around the same time they changed the way NPCs viewed pets; indifferent unless they took an action, so a lost pet trying to find its master wouldn't bring a train.
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09-04-2008, 11:15 AM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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I confirmed during the free time this summer on Live that casting any sort of invis spell on yourself will break the charm on any charmed pets you have.
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09-04-2008, 11:26 AM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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Quote:
Originally Posted by So_1337
It was around the same time they changed the way NPCs viewed pets; indifferent unless they took an action, so a lost pet trying to find its master wouldn't bring a train.
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yeha it was a real pain in the arse to be a pet class before that - you could not run throw a green dungeon wihout kiling every stupid green mob cause they would all agro on your pet
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09-04-2008, 12:42 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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This code causes a zone crash when the player uses an invis spell and has no pet up. Here is the output:
Code:
#0 0x080fdc43 in Mob::BuffFadeByEffect(int, int) (this=0x0, effectid=22,
skipslot=-1) at spells.cpp:2726
#1 0x080c8757 in Mob::SetInvisible(bool) (this=0x8586490) at mob.cpp:395
#2 0x0819fcd5 in Mob::SpellEffect(Mob*, unsigned short, float) (
this=0x8586490, caster=0x8586490, spell_id=42, partial=100)
at spell_effects.cpp:439
#3 0x080fd5e7 in Mob::SpellOnTarget(unsigned short, Mob*) (this=0x8586490,
spell_id=42, spelltar=0x8586490) at spells.cpp:2602
#4 0x080fa4a5 in Mob::SpellFinished(unsigned short, Mob*, unsigned short, unsigned short, unsigned) (this=0x8586490, spell_id=42, spell_target=0x8586490,
slot=1, mana_used=0, inventory_slot=4294967295) at spells.cpp:1466
#5 0x080f91c6 in Mob::CastedSpellFinished(unsigned short, unsigned, unsigned short, unsigned short, unsigned) (this=0x8586490, spell_id=42, target_id=263,
slot=1, mana_used=0, inventory_slot=4294967295) at spells.cpp:923
#6 0x080f7240 in Mob::SpellProcess() (this=0x8586490) at spells.cpp:132
#7 0x080f725e in NPC::SpellProcess() (this=0x8586490) at spells.cpp:139
#8 0x080df229 in NPC::Process() (this=0x8586490) at npc.cpp:521
#9 0x080bd5c7 in EntityList::MobProcess() (this=0x82b0240) at entity.cpp:462
#10 0x080e3676 in main (argc=0, argv=0xbfffefe4) at net.cpp:481
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09-04-2008, 01:44 PM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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Code:
void Mob::SetInvisible(bool state)
{
invisible = state;
SendAppearancePacket(AT_Invis, invisible);
// Invis breaks charms
if ((this->GetPetType() == petCharmed) && invisible)
{
Mob* formerpet = this->GetPet();
if(formerpet)
formerpet->BuffFadeByEffect(SE_Charm);
}
}
Always make sure a pointer is valid before using it.
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