Thuergist Pet Fix

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Thuergist Pet Fix

Postby Hiatus » Mon May 16, 2011 11:13 am

- Thuergist Pets should now Stop attacking, and stop chasing players that have stealthed.
http://www.dolserver.net/storm/tracker/?issue=15322


- Hiatus


Sadly for some reason, I cannot upload the patch file (I think it is a bug) so I have posted it below. [Already told Etaew about this might have only been me]
Code: Select all
Index: DOLSharp/trunk/GameServer/ai/brain/Theurgist/TheurgistPetBrain.cs
===================================================================
--- DOLSharp/trunk/GameServer/ai/brain/Theurgist/TheurgistPetBrain.cs (revision 2879)
+++ DOLSharp/trunk/GameServer/ai/brain/Theurgist/TheurgistPetBrain.cs (working copy)
@@ -78,9 +78,11 @@

protected override void AttackMostWanted()
{
+
if (!IsActive || !m_active) return;
if (m_target == null) m_target = (GameLiving)Body.TempProperties.getProperty<object>("target", null);
if (m_target == null) return;
+ if (m_target.IsStealthed == true) { Body.StopMoving(); Body.MaxSpeedBase = 0; Body.StopAttack(); }
GameLiving target = m_target;
if (target != null && target.IsAlive)
{
@@ -91,6 +93,7 @@
}
else
{
+
m_target = null;
m_active = false;
Body.StopMoving();
Last edited by Hiatus on Tue May 17, 2011 11:15 am, edited 1 time in total.
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Re: Thuergist Pet Fix

Postby Etaew » Mon May 16, 2011 11:45 am

Why set the MaxSpeedBase to 0? StopMoving() should stop the NPC from moving, changing the max speed will probably prevent it from returning to spawn.
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Re: Thuergist Pet Fix

Postby Tolakram » Mon May 16, 2011 11:54 am

It's a temp pet, so it's supposed to just stand there until it dies.

Permission issues on the uploads Hiatus, our crack web staff is working on it. :mrgreen:
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Re: Thuergist Pet Fix

Postby Etaew » Mon May 16, 2011 12:07 pm

Ah I didn't read the Theurgist part :D

So much for crack web staff...
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Re: Thuergist Pet Fix

Postby Dinberg » Mon May 16, 2011 3:39 pm

How does this work with respect to the stealthed player unstealthing and the pets are ranged (such as the casting ones) - will they be able to continue an attack at range?
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Re: Thuergist Pet Fix

Postby Crazys » Mon May 16, 2011 3:59 pm

How does this work with respect to the stealthed player unstealthing and the pets are ranged (such as the casting ones) - will they be able to continue an attack at range?

Do you attempt to attack again????
I thought once targeting was lost they would not reingage.... Possibly something to test on live?
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Re: Thuergist Pet Fix

Postby Hiatus » Mon May 16, 2011 4:26 pm

How does this work with respect to the stealthed player unstealthing and the pets are ranged (such as the casting ones) - will they be able to continue an attack at range?

Do you attempt to attack again????
I thought once targeting was lost they would not reingage.... Possibly something to test on live?


This statement is correct, I would go more in depth into this but currently I'm at work so, I will if it is not explain or said by the time I'm home :D
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Re: Thuergist Pet Fix

Postby Graveen » Mon May 16, 2011 4:47 pm

Accepted, thank you, soon in SVN

I'll wait you next patch, for removing the player for the aggrolist
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Re: Thuergist Pet Fix

Postby Hiatus » Mon May 16, 2011 4:52 pm

How does this work with respect to the stealthed player unstealthing and the pets are ranged (such as the casting ones) - will they be able to continue an attack at range?



They shouldn't re-aggro I will read the stop attack method when I get home and see how it us handle otherwise my answer for now is no, they should not re-engage.
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Re: Thuergist Pet Fix

Postby Dinberg » Mon May 16, 2011 6:14 pm

Cool, just checking - it was something I thought might have been missed ;)
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Re: Thuergist Pet Fix

Postby Argo » Mon May 16, 2011 6:41 pm

Seeing this reminds me that the cabby pets do not attack stealthed mobs since they are not allowed to attack any stealthed player. I think for any other pet class this will be the same. Anyone upto writing a fix for that ?
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Re: Thuergist Pet Fix

Postby geshi » Mon May 16, 2011 6:54 pm

Seeing this reminds me that the cabby pets do not attack stealthed mobs since they are not allowed to attack any stealthed player. I think for any other pet class this will be the same. Anyone upto writing a fix for that ?
Yes, it's the case with all pets.

Should the mob pop out off stealth when attacked and pop back in to stealth after a period of time? or should it just stay in stealth?
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Re: Thuergist Pet Fix

Postby Tolakram » Mon May 16, 2011 6:58 pm

This might be fixed as something D2 needs for the PvP arena.
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Re: Thuergist Pet Fix

Postby Argo » Mon May 16, 2011 8:26 pm

Seeing this reminds me that the cabby pets do not attack stealthed mobs since they are not allowed to attack any stealthed player. I think for any other pet class this will be the same. Anyone upto writing a fix for that ?
Yes, it's the case with all pets.

Should the mob pop out off stealth when attacked and pop back in to stealth after a period of time? or should it just stay in stealth?
attacking a stealthed mob should consist of the following steps:
stealthed mob gets attacked
mob pops out of stealth
mob is defeated by player -> everything is okay
player is defeated by mob or player runs away -> mob pops in to stealth again after a while

but before all this happens the pet classes must be able to attack a stealthed mob :)

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Re: Thuergist Pet Fix

Postby Hiatus » Mon May 16, 2011 9:12 pm

Yes, that shouldn't be too hard :D
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