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SVN 372 Update (August 23rd, 2009)

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psz

Administrator
SVN 372 Update (August 23rd, 2009)

From IRC:

[00:12] Mark: fixing that crash bug from last week, tweaking factions, fixing some bugs, ranks are updated instantly, etc dead pets wont trigger faction trap
 

psz

Administrator
Re: SVN 372 Update (August 23rd, 2009)

I wasn't on during the update, and Mark's been busy.

If someone wants to compare the faction code to previous SVNs, they're more than welcome to post the changes ;->
 

hugoboss

Sorceror
Re: SVN 372 Update (August 23rd, 2009)

thanks for the update and the refinements going in! improvements to overall shard performance is just as welcome as the introduction of new features! great job chaps!
 

Gisela

Bug Hunter
Re: SVN 372 Update (August 23rd, 2009)

On the surface it all appears to be faction related, except one small change to AI which I don't really understand. Maybe it is to prevent pets from hunting while their masters are hidden.

Code:
Index: Scripts/Engines/AI/AI/BaseAI.cs
===================================================================
--- Scripts/Engines/AI/AI/BaseAI.cs	(revision 370)
+++ Scripts/Engines/AI/AI/BaseAI.cs	(revision 371)
@@ -1051,8 +1051,8 @@
 				case OrderType.Friend:
 				case OrderType.Unfriend:
 				m_Mobile.ControlMaster.RevealingAction();
+				break;
 
-				break;
 				case OrderType.Guard:
 				m_Mobile.ControlMaster.RevealingAction();
 				m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
@@ -2392,8 +2392,11 @@
 			}
 			else if( m_Mobile.Controlled )
 			{
-				if( m_Mobile.ControlTarget == null || m_Mobile.ControlTarget.Deleted || !m_Mobile.ControlTarget.Alive || m_Mobile.ControlTarget.IsDeadBondedPet || !m_Mobile.InRange( m_Mobile.ControlTarget, m_Mobile.RangePerception * 2 ) )
+				if( m_Mobile.ControlTarget == null || m_Mobile.ControlTarget.Deleted || m_Mobile.ControlTarget.Hidden || !m_Mobile.ControlTarget.Alive || m_Mobile.ControlTarget.IsDeadBondedPet || !m_Mobile.InRange( m_Mobile.ControlTarget, m_Mobile.RangePerception * 2 ) )
 				{
+					if ( m_Mobile.ControlTarget != null && m_Mobile.ControlTarget != m_Mobile.ControlMaster )
+						m_Mobile.ControlTarget = null;
+
 					m_Mobile.FocusMob = null;
 					return false;
 				}
Index: Scripts/Engines/AI/Creature/BaseCreature.cs
===================================================================
--- Scripts/Engines/AI/Creature/BaseCreature.cs	(revision 370)
+++ Scripts/Engines/AI/Creature/BaseCreature.cs	(revision 371)
@@ -1683,7 +1683,7 @@
 			else if ( version < 13 && m_ControlOrder >= OrderType.Unfriend )
 				++m_ControlOrder;
 
-			if ( version < 16 )
+			if ( version < 16 && Loyalty != MaxLoyalty )
 				Loyalty *= 10;
 
 			double activeSpeed = m_dActiveSpeed;
@@ -4180,7 +4180,7 @@
 				rights[0].m_Damage = (int)(rights[0].m_Damage * 1.25);	//This would be the first valid person attacking it.  Gets a 25% bonus.  Per 1/19/07 Five on Friday
 
 				if ( rights.Count > 1 )
-					rights.Sort();			//Sort by damage
+					rights.Sort(); //Sort by damage
 
 				int topDamage = rights[0].m_Damage;
int minDamage;
 
Re: SVN 372 Update (August 23rd, 2009)

except one small change to AI which I don't really understand. Maybe it is to prevent pets from hunting while their masters are hidden.

it is prolly a fix to prevent certain silver farming methods that people abused on osi.
 
Re: SVN 372 Update (August 23rd, 2009)

Gisela;613574 said:
Here are the hybrid notes; some of it probably applies to svn

http://www.uogamers.com/forum/publish-notes/202911-changes-august-23rd-2009-a.html

I've seen the pet change in action: if a target hides they drop it completely (like shadow knights in doom, they will not track and you have to re-issue the kill command)

I wonder how this affects revenants and whether or not it should.

thats the way it is on osi and the way it should be. It also should include all monsters not just tamables.
 
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