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[accepted] StandardMobBrain.cs Shade Aggro Fix
PostPosted: Mon Mar 09, 2009 5:00 am
by LifeFlight
Mob 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
Re: StandardMobBrain.cs Shade Aggro Fix
PostPosted: Mon Mar 09, 2009 6:58 am
by Dunnerholl
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 aggroed
Re: StandardMobBrain.cs Shade Aggro Fix
PostPosted: Mon Mar 09, 2009 7:12 am
by LifeFlight
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.
Re: StandardMobBrain.cs Shade Aggro Fix
PostPosted: Mon Mar 09, 2009 7:17 am
by Dunnerholl
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.
ok perfect

Re: StandardMobBrain.cs Shade Aggro Fix
PostPosted: Mon Mar 09, 2009 7:19 am
by LifeFlight
Hopefully I generated the patch file correctly, then it will be perfect.
Otherwise I fail.
Re: StandardMobBrain.cs Shade Aggro Fix
PostPosted: Mon Mar 09, 2009 7:40 am
by Graveen
Accepted, soon in SVN, thank you
The patch totally correct. Remember once generated if you don't want to host it you can simply put it inline, it is human readable.
The svn system is built to automatically retrieve the #revision before applying the patch, so it is very safe.
- Code: Select all
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;
/bow
Re: [accepted] StandardMobBrain.cs Shade Aggro Fix
PostPosted: Mon Mar 09, 2009 7:47 am
by LifeFlight
is it better for you for it to be inline or in a file?
Re: [accepted] StandardMobBrain.cs Shade Aggro Fix
PostPosted: Mon Mar 09, 2009 8:06 am
by Graveen
Putting it inline if possible (as patch are really light in general) allows us to discuss the change, that's all
Re: StandardMobBrain.cs Shade Aggro Fix
PostPosted: Fri Mar 13, 2009 3:48 pm
by Aredhel
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.
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.