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NoCombat Justice Regions
Posted: Tue Mar 07, 2006 7:10 pm
by MuadDib
Any thoughts on adding a justice.cfg and region.cfg entry called "NoCombat" with a 0/1 flag? This would be used to block combat attempts via the Attack Request by client and also (If doable), check to block "HARMFULL" labeled targetting cursors (see the .em flags for targeting cursors).
Considered adding this when doing the attack request stuff before, but had forgotten all about it. Let me know what you think.
Posted: Tue Mar 07, 2006 9:36 pm
by CWO
I think its a great idea. But also, how would it work if you made the attack request outside of the region but run into it...
Posted: Wed Mar 08, 2006 3:11 am
by MuadDib
Checks would have to be made for client requesting attack (for the target's position), same with the harmful targetting.
Now, for your question. Let's say Char A is outside the region, Char B is inside the region. Char A is in combat with Char B already. Char A runs into the region that is NoCombat marked. Utilizing the Enter Region Code, we check for opponent data, etc. We then remove oppnents from who enters, and from who their opponent was (if a player). Update clients for warmode, and send them on their merry way.
In theory so far, hehe.
Posted: Wed Mar 08, 2006 6:49 am
by CWO
just make sure you keep NPCs attackable in that region... thats if thats what you're going for (no PvP region)
Posted: Wed Mar 08, 2006 2:26 pm
by MuadDib
Aye, it is being based off client checks (and npcs do not have clients). So that is the desired path I am taking. So many have asked, attempted, etc, for this feature in POL. I've been doing the combat/attack reworks for a while now, and knew this is one that should be handled also.
I am still undecided on have it handle the Target() stuff though, because that is EASILY done via the scripts (just check region of course). I have been working on this in peices for a while as I had time, the implementation of reading it, accessing it during attack request, is done. Just have to finish the resetting stuff and all (it kicks players out of warmode and removes the Opponent from the aggressor when entering the region already in combat.)
Posted: Wed Mar 08, 2006 2:46 pm
by MontuZ
You don't want to put a check for that into Target()?
Is the opponent moved via Enter Region Script being started and the script makes the move?
I hope so.. IMO if you kick both or 1 player from warmode and they're not able to attack one another then there's really no reason to boot the person out of that region. Or if not.. and the core moves the player, add an option for enabling or disabling booting out of the region. And possible(again if not called by script) an option XYZ to move the opponent to.
(New to 096 sorry.)
Posted: Wed Mar 08, 2006 2:56 pm
by MuadDib
No, this is not related to the Enter/Leave scripts added to regions recently. It just kicks them out of warmode and fighting, that's all. And if already in the region, disallows the combat to begin at all (if the person they are trying to fight is in the region).
Posted: Wed Mar 08, 2006 2:58 pm
by MontuZ
Alright, got a little confused.
I was trying to do this with a packethook, but failed with spell casting(custom spells). So I'm loving this idea. lol.
Posted: Thu Mar 09, 2006 4:51 am
by qrak
It would be great and very helpfull idea. On my shard i need non-pvp area and even more non-pvp areas. I can do it in scripts but i have to change combat scripts and spell scripts, such a waste of time. Please do it for target harmfull as well.
Posted: Sat Mar 18, 2006 10:09 am
by MuadDib
Now in the core. If issues come up with the additions, please report them in the Bug Reports forum if using 3-17-06 or newer core release.
Posted: Sat Mar 18, 2006 9:56 pm
by CWO
Will beta test in a couple days. Kicking off a new newbie dungeon on CG that I will use it with. First week will allow everyone in it though so we can test some things out with it including NoCombat.