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  #1  
Old 10-08-2008, 11:59 AM
ChaosSlayer
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Hehe KLS is right =)

Anyway, Trev,

Quote:
Shouldn't casters with better gear be able to kill more then ones with lesser gear?
the word "gear" is too vague for this specific case. YES they should, but you need to be specific what gear you refering to:

If you playing a warrior- you can go for for STR to do more damage , kill enemies faster and take less dmg in the process OR go for AC items to get hit for less dmg to begin with, but then your fights will last longer since your DPS is lower. Each has pros and cons depending on specific encounters

Same thing happens when you look at the 2 wizards- one wizard went for +mana items while another went for +mana regen items.
The first wizard should have larger mana pool, while 2nd wizard should have faster mana recovery. The first wizard can put out far more spell dmg in combat before he runs OOM, while 2nd wizard can last longer while fight goes on for a while (liek a raid fight).

When you putting OOC regen on pool % bases - you bluring this diffirence in char gear customization away.

In either case - the debates help find the "golden middle"
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  #2  
Old 10-08-2008, 12:10 PM
ChaosSlayer
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Oh Trev we forgeting one more- OOC Endurance Regeneration =)
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  #3  
Old 10-08-2008, 02:47 PM
Congdar
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it seems the svn version no longer uses the hate list for clients unless they are charmed. it was probably part of the fix to the feign death bug. this means that IsEngaged() would only work on a charmed client or a npc
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  #4  
Old 10-09-2008, 05:24 AM
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trevius
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The bot command in the command.cpp uses this code:

Code:
		if(c->IsEngaged() || c->GetFeigned())
        {
            c->Message(15, "You can't summon bots while you are engaged or feigned.");
			return;
		}
Which is why I thought it would work. If it doesn't work for players, then it seems like that code won't work properly.
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  #5  
Old 10-09-2008, 08:59 AM
Congdar
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Yes, i'm finding that there is lots of code that works in the eqemulator.net source tree that doesn't work in the svn source tree. I'm working to update the bot source for svn as fast as I can.
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  #6  
Old 10-12-2008, 06:17 PM
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trevius
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Does anyone know how to do a check to see if a player has aggro on any NPC? The closest thing I can find is IsOnHateList(), but that looks to only work if you check it for a particular NPC. Basically, I just want to know if a player has any aggro at all, similar to the NPC IsEngaged() check. Or, would it be possible to make an IsEngaged() check for clients or maybe expand the command to work for either? It would also have to be able to know if they are in PVP combat or not. Maybe if they have PVP on, the OOC regen would be disabled or something.

Once this part gets figured out, I can finish the code, test it and add it to the SVN.

Here is the post with the current code I have for the OOC Regen for players:
http://www.eqemulator.net/forums/sho...98&postcount=8

Note that I also made it so that it only does HP/Mana updates if the HPs/Mana are less than max HPs/Mana. I did test that and I don't see any weird issues with not sending them every tick if they are full. If anyone knows a reason why it should always send them, let me know. This is just another attempt to help reduce unneeded bandwidth utilization. It seems like there are many things being sent and overlapping that shouldn't be and they are generating much more traffic than we actually need to use to do everything flawlessly.
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Last edited by trevius; 10-13-2008 at 12:03 PM..
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  #7  
Old 10-12-2008, 07:02 PM
steve
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The way OOC regen works on Live, that is, when a character is not in combat, their hp/mana goes into super-regen mode.

After a character has finished combat, has no NPCs agro on them, and has no detrimental effects casted on them, they enter the 30 second 'wait time'. As long as the character does not re-engage an NPC, their hp/mana will regen completely, from 0% to 100% in 3 minutes. This scales with their hp/mana pool, so it does not matter if they have 5k mana or 15k mana. After 3 minutes, they will be completely full.

OOC regen does exist in raid zones, but I do not recall the 'wait time' before it kicks in. I think it may be 15 minutes, but might be as high as 30 minutes.
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