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  #1  
Old 11-13-2008, 09:37 AM
Slingshot
Fire Beetle
 
Join Date: Oct 2008
Location: New Jersey
Posts: 19
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If IsEngaged() does what it sounds like I don't think that would be right. On live my pet doesn't attack what isn't also attacking me even if I'm engaged in combat with it.

As an example if I'm assisting the main tank and the mob never takes a swing at me my pet won't attack unless I tell it to. When I played an enchanter at low level I would nuke just to get the mob to take a swing at me so my pet would help out, then I'd back off.

Basicly I would need a hate list and my pet would have to monitor that hate list. Taking a swing at me would generate hate and my pet would respond. Things that memblur and feign death would have to wipe that hatelist.

Wish I knew C++ so I could help out. I wouldn't even know what files of the source I would need to look in to find this part of the code.
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  #2  
Old 11-13-2008, 01:33 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
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Player hate lists don't seem to have anything to do with this problem but I'm not against them coming back so long as we cover the bases where they should be wiped. Before they never were wiped ever and it kinda caused issues.

I haven't gotten a chance to review the code that causes this but I bet the person who implemented it didn't follow http://eqemulator.net/forums/showthread.php?t=26629. >=(
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  #3  
Old 11-13-2008, 02:07 PM
So_1337
Dragon
 
Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
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I keep seeing it misspelled during these discussions. As we all know, it's properly spelled "whipe".

<3 KLS
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  #4  
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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  #5  
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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  #6  
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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  #7  
Old 11-13-2008, 07:40 PM
KLS
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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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