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  #1  
Old 11-13-2008, 02:19 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by So_1337 View Post
I keep seeing it misspelled during these discussions. As we all know, it's properly spelled "whipe".

<3 KLS
You mean 'wipe' is spelled 'whipe'?
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  #2  
Old 11-13-2008, 03:12 PM
So_1337
Dragon
 
Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
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Quote:
==10/17/2008
KLS: Tweaks to /pet attack
KLS: Renamed WhipeHateList to WipeHateList so I never have to view that spelling monster ever again.
Sorry, couldn't resist.

And now that I'm here, I guess I'd better contribute in some fashion...

The client hatelist was what caused the whole zone-wide training problem by not being cleared on things like feign death and Call of the Hero. It was done away with entirely, though it probably could've stayed so long as it was cleared properly. However, since then, quite a few things that depended upon it (like the NPC fleeing code) have been tweaked to work without it. If that is indeed the reason that pets are acting screwy, I'm sure it can be remedied by a similar fix.

And yes, there definitely needs to be more reading of that sticky =/ I try to give good feedback whenever I can get a set of binaries and try things out, but it's kind of a pain when we wind up breaking one thing while fixing another. I know that was Sony's policy, but we don't have to follow that one if we don't want to =P
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  #3  
Old 11-13-2008, 05:54 PM
Slingshot
Fire Beetle
 
Join Date: Oct 2008
Location: New Jersey
Posts: 19
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I'm not a programmer or anything but couldn't we just execute whatever makes the pet attack when we are hit even if we are missed?

If we take damage it works fine. When we don't the pet just sits there.
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  #4  
Old 11-13-2008, 07:40 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
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Haha, but that's not what the issue being described is sir! I just couldn't pass up an opportunity to remind people was all =p

The pets should have their own hate lists that don't rely on their masters, and it actually sounds like that might be working and in this case the simplest solution is probably the right one:

Quote:
I'm not a programmer or anything but couldn't we just execute whatever makes the pet attack when we are hit even if we are missed?

If we take damage it works fine. When we don't the pet just sits there.
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  #5  
Old 12-11-2008, 07:09 PM
Loccochris
Fire Beetle
 
Join Date: Aug 2008
Location: nj, usa
Posts: 24
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Pretty sure I know why this is happening. Decided since PEQ was down for 2 days I might as well dab with the code a little. In the following section of code from zone/attack.cpp

Inside Mob:CommonDamage method

Code:
if(damage > 0) {
		//if there is some damage being done and theres an attacker involved
		if(attacker) {
			if(spell_id == SPELL_HARM_TOUCH2 && attacker->IsClient() && attacker->CastToClient()->CheckAAEffect(aaEffectLeechTouch)){
				int healed = damage;
				healed = attacker->GetActSpellHealing(spell_id, healed);
				attacker->HealDamage(healed);
				entity_list.MessageClose(this, true, 300, MT_Emote, "%s beams a smile at %s", attacker->GetCleanName(), this->GetCleanName() );
				attacker->CastToClient()->DisableAAEffect(aaEffectLeechTouch);
			}

			// if spell is lifetap add hp to the caster
			if (spell_id != SPELL_UNKNOWN && IsLifetapSpell( spell_id )) {
				int healed = damage;
				healed = attacker->GetActSpellHealing(spell_id, healed);				
				mlog(COMBAT__DAMAGE, "Applying lifetap heal of %d to %s", healed, attacker->GetName());
				attacker->HealDamage(healed);
				
				//we used to do a message to the client, but its gone now.
				// emote goes with every one ... even npcs
				entity_list.MessageClose(this, true, 300, MT_Emote, "%s beams a smile at %s", attacker->GetCleanName(), this->GetCleanName() );
			}
			
			// if we got a pet, thats not already fighting something send it into battle
			Mob *pet = GetPet();
			if (pet && !pet->IsFamiliar() && !pet->SpecAttacks[IMMUNE_AGGRO] && !pet->IsEngaged() && attacker != this) 
			{
				mlog(PETS__AGGRO, "Sending pet %s into battle due to attack.", pet->GetName());
				pet->AddToHateList(attacker, 1);
				pet->SetTarget(attacker);
				Message_StringID(10, PET_ATTACKING, pet->GetCleanName(), attacker->GetCleanName());
			}
You will notice that the last part dealing with pet aggro is nested inside this if (damage > 0) if statement. Now the weird thing is even though this is suppose to be when a mob takes damage the client method makes a call to this. Essentially this method is being used for both when a player is hit and a mob is hit.

Moving the pet code outside above this if statement should solve the issue as I am pretty sure this method gets called regardless if its a miss or hit. If it doesn't fully fix it it will at least make the pet respond to more things then you actually taking a hit and we just have to trace farther backwards. I haven't had a chance to fully trace the code, frankly some of the commenting on these methods are weird or missing.

I havn't actually set up a server yet to test it so perhaps one of you can.
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