without checking it - is ShadeEffect the stealtheffect? if so, u wouldnt want to aggro stealthed players. as i remember they are usually first uncovered and then aggroedMob would not aggro a player in shade form because it was searching for the wrong effect: ShadeEffect instead of the correct NecromancerShadeEffect.
Patch:
http://lifeflight.utpdr.com/contribute/ ... rain.patch
ok perfectNah, ShadeEffect is what Shades of Mist and Traitors dagger use, Basically the method changes people morphs.
Also changes necros to their shade, which is honestly a bad way to code it, but its there.
So without this edit a player can use shades of mist and they won't get aggro.
Index: StandardMobBrain.cs
===================================================================
--- StandardMobBrain.cs (revision 1563)
+++ StandardMobBrain.cs (working copy)
@@ -207,7 +207,7 @@
if (!GameServer.ServerRules.IsAllowedToAttack(Body, player, true)) continue;
// Don't aggro on immune players.
- if (player.EffectList.GetOfType(typeof(ShadeEffect)) != null)
+ if (player.EffectList.GetOfType(typeof(NecromancerShadeEffect)) != null)
continue;
int aggrolevel = 0;


I specifically added NecromancerShadeEffect, the former necro implementation (which, btw, I trashed completely) used only the regular shade effect (and then tried to find out whether the shade was from a necro or the one from Traitor's), which was even worse.Nah, ShadeEffect is what Shades of Mist and Traitors dagger use, Basically the method changes people morphs.
Also changes necros to their shade, which is honestly a bad way to code it, but its there.
So without this edit a player can use shades of mist and they won't get aggro.
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