Taunt
Alright been looking at taunt recently b/c i never get a failed message when a taunt so i peeked in special_attacks.cpp to see how taunt worked on eqemu.
Looking at the code i see that it can fail but it seems when ever i loose aggro and taunt it switches right back to me everytime? Am i just crazy or has anyone else noticed this ? :P Code:
float tauntchance; |
That's saying if always_succeed (probably for a discipline) then it's 100% chance.
Then 'else' (for all other cases), then it breaks it up into what level the person is using it and has a formula for each group. In the last group there should be a maximum of 95% chance that you are successful. The problem could be in the function that's calling tauntchance. It may just not properly be giving the fail message. But who knows. This is the code for above lvl 15: Code:
else { tauntchance = 50 + (50 * (tauntskill / 200)) which isn't the best formula because at 200 taunt skill you'll have 100% chance, which will be 95% since there's a cap. |
and if you look further down the page you'll see
Code:
if (tauntchance > MakeRandomFloat(0, 100)) { Code:
else{ Code:
else{ |
Yeah. Could break it though. I'm guessing they are sending 1 agro instead of 0 for a reason.
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It actually looks like the hate is being generated twice at times.
I would think the second instance of Code:
//generate at least some hate reguardless of the outcome. It is also added after either the taunt succeeds and hate is added for that, or taunt fails and some hate is added for that. I don't think that should be happening. I could be wrong. As for getting it to add no hate when taunt fails, take out the above AND take out the following: Code:
else{ |
cool i'll get this into my source and let ya know how it goes.
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Well after a few days tweking and rewriting some code Mouya and i came up with a good system for taunt (well based on my players feedback)
Replace Code:
void Mob::Taunt(NPC* who, bool always_succeed) { Code:
void Mob::Taunt(NPC* who, bool always_succeed) { |
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