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  #1  
Old 03-15-2013, 09:21 AM
bad_captain
Developer
 
Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
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Hmmm.. I'll try a longer recast spell and test on it. Maybe I only saw them being respected because the math worked out. I know the recast time is now being carried over ( before it was saved somewhere different than where it was accessed).

I'm glad the ooc regen thing is fixed. It actually is a better method of getting aggro anyway, I think, so it's good that was fixed.

As far as randomizing the merc's look, there is code in there to randomize hair, face, tattoos, eyes, etc, so maybe it just isn't being called at the right time or is being overwritten. The robes is a different thing (well, similar, but many different options), so it makes it harder to randomize I.E. you have to know the available texture values for each race. One live, they will change their armor or robe at certain levels, which is available in the code now. I just have 1 set in the database, but it could easily have more added. I suppose it could be changed to allow different textures to be selected from when the merc is created, but that may be more work than it would be worth. I'll check out the other random stuff and see why it's not working.
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  #2  
Old 03-15-2013, 09:50 PM
Armm
Sarnak
 
Join Date: Feb 2013
Posts: 70
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First, there is still a major bug where when for example at level 85 i am fighting a mob with just merc and PC and the PC dies and loses a level. After i zone back to bind point the merc is visually there, but unresponsive, i cant unsuspend, i cant dismiss them, cant purchase a new one, and the old merc remains in database. If i RELOG, when i come back into the game the merc is there and responsive. If i then dismiss it it in fact dismisses properly, and is erased from the database.


The second bug i think i can help you out with. When a tank merc is fighting a mob and you get within melee range you draw immediate aggro no matter what, just like with pets... Since i had just been looking into changing that for pets i tested this code and it seems to work. I basically modified what you did with bots.... After i applied this ,ercs could hold aggro no problem even when in melee range unless i outdmged them... Hope this helps.

This is in hate_list.cpp

Code:
+++ "b/C:\\EQEMU\\EQEmuServer\\zone\\hate_list.cpp"
@@ -361,6 +361,20 @@ Mob *HateList::GetTop(Mob *center)
 				}
 			}
 #endif //BOTS
+			
+			
+			if(!isTopClientType) {
+				if(top->IsMerc()) {
+					isTopClientType = true;
+					topClientInRange = top;
+				}
+			}
+			
 			if(!isTopClientType)
 				return topClientInRange;
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  #3  
Old 03-17-2013, 08:45 AM
daerath
Sarnak
 
Join Date: Jan 2011
Location: Northern VA
Posts: 91
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Quote:
Originally Posted by Armm View Post
First, there is still a major bug where when for example at level 85 i am fighting a mob with just merc and PC and the PC dies and loses a level. After i zone back to bind point the merc is visually there, but unresponsive, i cant unsuspend, i cant dismiss them, cant purchase a new one, and the old merc remains in database. If i RELOG, when i come back into the game the merc is there and responsive. If i then dismiss it it in fact dismisses properly, and is erased from the database.
I haven't looked at the mercenaries code (and don't have a dev environment set up to check), but I'm going to assume that gating back to bind (or porting) doesn't break mercenaries in the same way.

It sounds like you're losing a pointer to your mercenary. When you die, does your character object get recreated? If so, perhaps the code responsible isn't transferring over the pointer to the mercenary.
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  #4  
Old 03-17-2013, 02:48 PM
Shiny151
Hill Giant
 
Join Date: Jul 2009
Location: Indianapolis
Posts: 228
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One thing with cleric mercs my server has noticed is that if you suspend them and then unsuspend them their mana will regen to full. Is this intended by default? I can't remember how that works on Live
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