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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
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
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.