This is pretty good, as it follows Everquest as it is, but not as it was before. Thing is, we have to decide what we want.
It would be nice to have an option somwhere that would enable or disable it. Personally, I never liked the pet fetching a big wad of mobs to the group, and getting wiped out for no good reason.
As it is now, the pet builds so much aggro, he begins to random-fight with everything around him, and that never was, neither before or now. If this works, at least it will be as it is now (I'm gonna try it out).
I have another puzzle for you Valcree;
I noticed when you log out invisible and expect to log back in invisible, that doesn't happen (if you're camped by aggro, you get jumped). I think what happens is, the server doesn't know you're invisible for a few seconds, and shows you off to the mobs. Maybe make all PC's invisble or indifferent for 5-10 seconds tell the server catches up with the client?
Quote:
Originally Posted by valcree
It seems that every mob that casts on the mob you are fighting gets added to your pet's hate list. That seems logical, but it's not how I remember it in eq. I don't remember pets running off and bringing huge trains of mobs back to the group durring a fight. Though.. I haven't played eq for a while. Anyways I decided to make my pets more controllable since people were tending to avoid pet classes on my server, or just not making pets even though they could.
In attack.cpp in AddToHateList add...
if(IsPet() && IsEngaged()){
return;
}
Before...
if(IsPet() && GetOwner() && GetOwner()->GetAA(aaPetDiscipline) && IsHeld()){
return;
}
Yes, I know... Another shameless hack, but pets are very well behaved after it. -Grin-
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