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  #1  
Old 10-12-2008, 07:02 PM
steve
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The way OOC regen works on Live, that is, when a character is not in combat, their hp/mana goes into super-regen mode.

After a character has finished combat, has no NPCs agro on them, and has no detrimental effects casted on them, they enter the 30 second 'wait time'. As long as the character does not re-engage an NPC, their hp/mana will regen completely, from 0% to 100% in 3 minutes. This scales with their hp/mana pool, so it does not matter if they have 5k mana or 15k mana. After 3 minutes, they will be completely full.

OOC regen does exist in raid zones, but I do not recall the 'wait time' before it kicks in. I think it may be 15 minutes, but might be as high as 30 minutes.
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  #2  
Old 10-13-2008, 04:19 AM
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trevius
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Ok, I added in a wait time setting so you can set a rule to define how many ticks you want it to wait before OOC Regen starts working after the character leaves combat. So, if you wanted it to wait 30 seconds before starting OOC Regen, you should be able to set this to 4. The first 6 seconds is automatically added by the timer between ticks after you leave combat. I think it will work properly.

Here is the edited post with the current code:
http://www.eqemulator.net/forums/sho...98&postcount=8

Still just need the in combat check for clients to finalize this code.
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  #3  
Old 10-13-2008, 06:33 PM
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Added another rule to the code to allow admins to chose if they want player casting to stop OOC Regen or not. This will stop OOC regen if a player is casting buffs or a nuke or anything else.

Once the engaged check is working, this system should be pretty robust lol.
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  #4  
Old 10-13-2008, 06:36 PM
ChaosSlayer
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so what was wrong with using Feign Death like approach? or does FD simply erased hate lists?
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  #5  
Old 10-13-2008, 07:56 PM
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trevius
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That FD check was in the Bots code and it has since been removed and replaced. It was actually checking if they were FD or if they were engaged before it would allow a bot to be summoned. Apparently the IsEngaged check has been changed so that it doesn't work for players anymore. I am not sure why.
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  #6  
Old 10-14-2008, 02:22 PM
AndMetal
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For some reason I thought something was changed with the client hate list, but I may have misread something (discussion), because I can't find it being mentioned specifically (or in the changelogs, etc).

Looking through the code, Mob::IsEngaged checks to see if the hate_list, tucked in the protected portion of the Mob class in zone/mob.h, IsEmpty() (defined in hate_list.cpp). At that point, it basically iterates through the hate list to see if there are any hate values > -1.

There is a function, Mob::PrintHateListToClient (which basically points to HateList::PrintToClient) that's used by the #hatelist command that we might be able to use to debug it. I'm still running the base version of 1129, and I'm able to see my (client) hate list fine.

On a somewhat related note, the current SVN source doesn't wipe the client's hate list after you have successfully feigned and then waited the 2 min for the aggro to clear, at least as far as I can tell. As a result, you could still be considered Engaged if a mob you were killing is still alive, you feigned, & its hate list is wiped, so it no longer knows about you. You should be able to do this:
in zone/client_process.cpp, around line 626, add
Code:
	// EverHood Feign Death 2 minutes and zone forgets you
	if (forget_timer.Check()) {
		forget_timer.Disable();
		entity_list.ClearZoneFeignAggro(this);
		WhipeHateList(); //wipe the client's hate list
		Message(0,"Your enemies have forgotten you!");
	}
I'm pretty sure WhipeHateList (sic) should be able to inherit from the Mob class, although if not, we may need to rework it a little.

In any case, if anyone has a chance to check the client/bot hate lists to see what's going on, maybe we can get to the bottom of this.
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  #7  
Old 10-14-2008, 02:44 PM
So_1337
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Quote:
I'm still running the base version of 1129, and I'm able to see my (client) hate list fine.
The change came in Revision 38:

Quote:
==10/03/2008
KLS: Hate list will no longer work for non ai controlloed player characters.
The problem had been that the client was maintaining a hate list that would never be wiped unless the mob on it was killed or the player camped/zoned. This was what was causing feign death to pull zone-wide trains. Since removing the hatelist from players, it's been corrected, though it has had other issues (such as breaking the mob fleeing code; they originally checked the client hatelist to see if there were other mobs with them).

My guess is that that may be what IsEngaged was calling on, and it's no longer there.
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