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  #1  
Old 10-15-2008, 06:28 AM
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trevius
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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.
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Old 10-15-2008, 08:53 AM
Congdar
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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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Old 10-15-2008, 09:00 AM
So_1337
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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.
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Old 10-15-2008, 05:31 PM
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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.
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Old 10-15-2008, 06:39 PM
Congdar
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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?
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Old 10-15-2008, 06:52 PM
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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.
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Old 10-15-2008, 07:05 PM
Congdar
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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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